What is your AC version, and are you making use of asynchronous scene loading?
What details can you share about your game's assets that may contribute to a large loading time? It may be possible to reduce this time further. Aside from general Uni…
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Your screenshots don't show an NPC component, but does show a custom Enemy Controller script - are you still using the NPC component to move the NPC?
I see also that their Circle Collider 2D has a non-zero offset - is this because their piv…
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Another approach would be to have smaller Triggers at the ends of the stairs, which cause the Player to use them automatically. That way, you could snap the Player to the bottom/top beforehand to make sure that they sync with the animation …
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AC doesn't require a Player character, so it won't do anything to enforce which Player is currently assigned.
It may have been an occlusion issue, where the character's boundary was mistakenly considered hidden from the camera view. It may…
Welcome to the community, @RobinsonSandi.
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A bug existed with the existing package that caused an error if no Default Sound was assigned. I've updated the package to fix this - please give it another try. If you still get issues, check the…
Is that the "Visibility on start?" field you're referring to?
I cannot recreate the issue - you'll need to share exact details. A step-by-step list on how to reproduce would be best.
When clicking an interaction icon that's showing for a given Hotspot or Inventory item, that Hotspot / Item's associated Interaction is then run.
What do you mean exactly by displaying all items at this moment?
If you're referring to simply showin…
Without seeing things in motion, it's hard to say if this is an issue with your character's motion, or with their animation. Are you looking to switch their regular walking animation to "walk upstairs / downstairs" variants?
For complete…
It's more advisory than a warning, and can be safely ignored. It appears because - in "vanilla" AC - jumping requires a Rigidbody. It's just not aware that you have an add-on script to handle it.
There are times when AC needs to enable/disable a UI menu within a single frame - its initial spawning being one of them.
If you're trying to run code when a particular menu is being turned on/off, hook into the OnMenuTurnOn/Off events:
public Can…
What kind of object are you trying to rotate?
If you attach a Moveable component to an object, you can use the Object: Transform Action to turn it by a set amount.
To have it turn in a loop, however, it's best to use animation. Attach an Animator…
Are you referring to Interaction icons as they appear in the Interaction menu?
This can be found in the Menu Manager. If the Menu's Source is set to Adventure Creator, you can select the various Interaction elements further down the Manager and re…
Welcome to the community, @Acciaio.
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If you're specifically referring to the "Main cursor", you can disable it at the top of the Cursor Manager - or assign an invisible texture. This should allow for the inventory cursor to displa…
You can generate a new sprite from a texture with code:
Texture2D itemTexture = items[indexSelected].tex;Sprite sprite = Sprite.Create (itemTexture, new Rect (0f, 0f, itemTexture.width, itemTexture.height), new Vector2 (0.5f, 0.5f));
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See the Manual's "Custom motion controllers" chapter.
The exact steps necessary to incorporate a custom controller into AC will vary depending on the controller, but the most basic way is to simply attach AC's Player or NPC compon…
The code doesn't need to involve input or the default Hotspot Detector - it's about setting AC's record of the active Hotspot manually:
void Update(){ Sprite sprite = child.GetComponent<SpriteRenderer>().sprite; string name = sprite.nam…
If the InvCollection class's GetCount function is called with its "includeMultipleInSameSlot" parameter set to false, it'll return the number of filled slots - irrespective of how many items are actually in each slot.
In hindsight, the ab…