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ChrisIceBox

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ChrisIceBox
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  • It sounds like a glitch, albeit one that's very specific to your setup. I would need the scene and its associated assets in order to look further into it, but I'd say you're safe to continue on, if the -1 pause fixes things.
  • The Switch platform previously had issues with video playback, IIRC. The restriction was added to avoid script compilation issues. To remove it, open up AC's ActionMovie.cs file, and replace the top of the script: #if !UNITY_SWITCH#define ALLOW_V…
  • Welcome to the community, @Kakyouin. Screenshots cannot be hosted on the forum (see here), so links like yours are the way to go. 1) The text in your screenshot is the Hotspot label, and is coming from the Hotspot menu. If you select the Hotspot …
  • You can define a "Use" interaction in the Inventory item's properties. This ActionList asset will be run when the item is interacted with. This ActionList can then run a Character: Animate Action to animate your Player, once you've creat…
  • What of the physic materials and colliders? Make sure the raycasting is set to the correct layer.
  • The remaining error is unrelated to AC - it's coming from Unity's Post Processing.
  • At what point during the animation does the teleporting occur? If the teleport Action is running prematurely, it ought to be that so too does the second of the two animation Actions - is that the case? Switching NavMesh does cause a little intefer…
  • When Unity bakes a NavMesh, it does so with a pre-set radius you can set in the Navigation window. This should typically match the radius of your actual character - the one on your NavMesh Agent component. If the baked radius is lower than that of…
  • That would suggest there errors of a more specific type related to Actions - perhaps at the top of the Console. Were you following the tutorial exactly, or using it as a guide for your own custom Action scripts? When creating Action script files, …
  • Try this: https://adventure-creator.fandom.com/wiki/Sync_footstep_sounds_with_collider_materials
  • If you're only allowing the Player to move vertically, you don't need to rely on a Path constraint - you can use the Player: Constrain Action to limit their movement to just Up and Down directions, while locking Left and Right. You can use a Trigge…
  • It would require a custom script - though it sounds like a good candidate for the AC wiki pages. I'll see if I can cobble something together.
  • Glad to hear it, and good to hear from you, Ken! If the cursor is locked, in AC terms, it shouldn't be able to move and will default its position to the centre of the screen. It sounds like things are working as intended, at least from AC's side o…
  • The template works by referencing elements of the conversation menu directly, by name. The list of dialogue options, for example, is referenced as being named "DialogueList" in the script. You can copy the template's Conversation menu an…
  • That suggests it cannot find Unity's UI system, which is strange as it's not a separate package AFAIK. At what moment did these errors start appearing?
  • I will attempt a recreation. What are your AC/Unity versions, and where are you checking your variables? Please also share screens of the Cutscene that triggers the Conversation. Also, enable the AC Status box at the bottom of the Settings Manage…
  • There are some caveats made internally (such as if a Menu contains a SavesList element), but generally the enabled state of a Menu should be saved just as its locked state is. The above script will help to understand what the issue was, if you'd li…
  • You'll need to extract the Input element's current text, add on the character, and then send it back to the element. This can be done when a Button is clicked by hooking into the OnMenuElementClick event. If you adopt a clear naming convention for…
  • Do you mean to perform the Action after the video has finished, or to perform other Actions while the video is running, but still wait for the video to finish before going beyond a certain point in the ActionList? For the former, just check Wait un…
  • If the Action's Check specific Player? option is unchecked, only the active Player will be queried. I agree it would be best to have a choice between checking the active Player, a specific Player, and "any" Player. I'll look into this.
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