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It won't be, if the character isn't in the scene.
You mentioned using code earlier - are you making use of a custom script? If so, you should be able to manually update the ID as part of it:
if (myCharacter.displayLineID == -1) myCharacte…
Setting the Timeline to a specific timecode can be done through custom scripting, but I have posted a custom Action that performs this on the AC wiki:
https://adventure-creator.fandom.com/wiki/Change_a_Timeline%27s_current_time
A tutorial on creat…
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Unity UI menus rely on the Submit input to invoke interactions, not InterationA - but that's true regardless of which Input system you use.
Have you seen the additional instructions on the wiki page? Try without the Optional Mouse Input Mo…
It's likely to do with the specularity / shininess of your wall and floor materials being too high.
This is not related to AC, however - see Unity's own docs and forums for advice on the lighting and material systems.
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Were you able to do this before the new Input System package was installed? Menus need to be configured to allow for direct-navigation.
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What about when no EventSystem prefab is assigned, and the Input System Integration script is p…
Please leave any and all custom scripts out of this for the moment. We first need to know if this is an issue with AC by itself - avoid running your custom Action temporarily.
The logs mention a speech with the next "Have you heard about how …
Welcome to the community, @plautzus.
Rather than changing the mouse input settings, set the See interactions with field to Via Script Only. This will prevent LMB clicks from opening the Interaction menu, allowing you to make use of a simple script…
Can you give more detailed steps on how you're getting this error to appear? Without supplying an EventSystem prefab, the Optional Mouse Input Module is generated anyway by default. I may need to see your Settings Manager as well.
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To clarify: AC's Event System limits menu control to either direct navigation or the mouse, based on your settings. It should be the case that the mouse cannot be used to control the UI, since AC should be preventing this. You can use your…
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And what is this specific time?
The stacktraces in the second scene suggest the menu is being turned on as a result of speech being triggered. While we get to the bottom of this, make sure there are no ActionLists set to begin in the new s…
Sorry for not picking up on this sooner, but displayLineID isn't modified as part of the translation process - instead it's lineID that the Speech Manager should be affecting.
The lineID is then transferred to displayLineID in the character's _Awak…
You can reduce the player's movement speed with:
player.walkSpeedScale = 0f;player.runSpeedScale = 0f;
A coroutine that does so, waits a second, and reverts it to normal:
private System.Collections.IEnumerator DisableMovement (){ player.walkSp…
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That should work, yes.
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You'll want to create a Vector2 input in the Input window mapped to both the mouse and arrow keys. Mouse movement is named "Delta [Mouse]" in the bindings.
What do you mean by "marked as a pattern"?
Your sphere object is currently on the Default layer. This will need to be changed to a layer named Inventory, which the other item prefabs should already be on.
The InventoryCamera prefab shou…
If you want to make use of AC's asset bundle loading, they'll need to go through AC's speech system.
That's not to say you can't load asset bundles without AC - but you'll need to load them through custom code, e.g:
string bundlePath = Application…
Thanks for clarifying.
Here's a more simple script that you can attach to the prefab's root Canvas:
using UnityEngine;public class EnableTest : MonoBehaviour{ private void OnEnable () { Debug.Log ("ENABLE " + this, this); …
If the Menu pauses the game, you won't need to use the Engine: Manage systems Action.
The Menu's First selected Element, however, needs to be given the name of an Element listed in the elements panel beneath, e.g. "InventoryBox". If the …