The Interaction menu should close when the Interaction is run - do you mean that you don't want it to close when clicking an Interaction?
If the Settings Manager option Close Interaction menus even if Interaction doesn't block gameplay? is unchecke…
What pattern is there to the freezing? Is it only when loading from/into a specific scene?
Freezes as in Unity locks up, or that the game is paused / in a permanent cutscene?
If the latter, enable the AC Status box at the bottom of the Settings M…
Invoking "TurnOff" will only have an effect while the options are displaying on-screen.
How a Conversation ends depends on whether you override its options in the Dialogue: Start conversation Action or not. If you don't, then you must se…
How are you determining that? You should be getting a Warning in the Console if the Char script's SetExpression function is run with -1 as its parameter.
Try to find how -1 is being set, but it may be a by-product of Timeline, which updates the st…
Welcome to the community, @Plushie.
You can do this with a short script attached to the Player's Hotspot:
using UnityEngine;using AC;public class ExamineItemHotspot : MonoBehaviour{ private void OnEnable () { EventManager.OnHotspotInteract += O…
I'm not seeing a performance issue in the video - only the glitch. If you are experiencing performance problems, the first port of call should always be a Deep Profile using the Profiler.
If you want perfect accuracy, enable "Retro-mode movem…
Debug the LipSyncTexture component to check that the SetFrame function is being called both when using speech and not.
If both LipSyncTexture and your modified ExpressionLipSync scripts are running in LateUpdate, you may need to alter the Execution…
What do you mean by "pure" expressions? How are you setting the expression if not through a Speech track?
Try using a Speech track with just an expression tag.
I need more than this - not just the issue itself, but exact details on how you're achieving it. Clear steps on how to recreate an issue from scratch - or a package that demonstrates the problem - would be ideal.
You're dealing with a Terrain, yes? The distance values are very large.
The "Distance" field determines how far the camera is from the centre - this will need to be larger than at least half the width of the terrain.
The behaviour should be that the camera is along the edge, and pointing to the centre - as it is in the video you shared.
You're saying that the camera is positioned in the centre, it at the "Centre Point" transform?
Please let's see som…
Draggables are more complex than PickUps, true - but they're also heavily integrated with Player and Camera motion.
Your camera is not set up in the way I described above - don't attach your MainCamera to the First Person camera, but add it separat…
I have added it to the AC wiki here, where you can add it back in unoffically:
https://adventure-creator.fandom.com/wiki/Conversation_Editor_window_(legacy)
Please elaborate more fully - there's not enough detail here of the issue, or the steps involved to create it. Screenshots of the issue will be appreciated
This issue occurs because of a conflict in the way UCC updates the cursor when it thinks the game application has lost/regained focus, in that it also detects for mouse clicks / escape key presses in the same way/time that AC detects such input for …
Create a new GameObject put it in the centre of the scene, i.e. the centre of the circle the Camera should spin around, and then assign that as the "Centre Point" Transform.
Above that field in the Inspector will be the _Camera base class…
For this, you'll want a custom camera type, which is a case of creating a new script that derives from AC's _Camera class.
From the script's _Update function, you can then set the camera's position according to its Target's position relative to a p…
When you pick up the knife, how are you making it disappear from the scene so that it cannot be picked up again?
This will affect which Remember components need to be added to it. For example, if you're teleporting it out of the way, you will need…