You can create variables in bulk by clicking the cog icon beside the "Add Global variable" button, or create them through script:
GVar newVariable = new GVar ();newVariable.label = "My bool";newVariable.type = VariableType.Boole…
Your Resources folder does not need to contain your Player prefabs - and neither your script. Remove them from Resources - even if that doesn't directly affect this issue, it'll still benefit.
Your video only shows the first frame of the Profiler.…
Recreated the main issue. To fix, open Hotspot.cs, and replace line 1468:
if (useButtons[i].invID == _itemID && !useButtons[i].isDisabled)
with:
if (invButtons[i].invID == _itemID && !invButtons[i].isDisabled)
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You're say…
All the screens look fine. The only think I'm not seeing is what layer your floor is on.
For point-and-click to work with Unity Navigation, the Collider that represents the walkable area needs to be on the "NavMesh" layer.
If your room …
You'll need to define an Inventory interaction between the Hotspot and the item - but without an ActionList assigned.
To remove the "Use X on Y", go to your Cursor Manager and change the When Inventory selected option to Change Cursor.
Spawning/removing objects at runtime can be a bit tricky, but can be a valid option at times.
The Remember Transform component looks fine - though you'd have to check Retain in prefab? on the Remember Hotspot to ensure its ID is consistent.
Otherw…
I'm sorry, but I'll need more detail in terms of what exactly happens when clicking an item. Can you share screenshots?
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So inventory items can only be interacted with once? Is this true no matter what the Action is? For example, if you c…
We need to investigate Profiler items with a high "Time ms" value - not necessarily a high GC Alloc. The videos do suggest that Editor Overhead has the highest value here. Please see my earlier question: is this an issue only in the Edit…
Yes - it sounds like a child offset issue, rather than a mousep position one. GetMousePosition should be consistent across all scenes.
The Remember Moveable will update the object's position when loading a scene. If you needed to reset it's posit…
Yes, it will - good point.
Though, it may not be necessary to change in retrospect. The CustomInventory script above gives you custom inventory functionality - try just swapping the buttonPressed value checks around so that "2" results i…
In what way does the code above not work, and when/how are you running it?
It's not necessary to convert the Texture2D to a Sprite - if you replace your Image component with a RawImage, you can assign the Texture2D directly.
If variable 12 refers …
ActionList parameters aren't designed to be persistent - only to change values of Action fields at the time that they're run.
To keep track of data in a way that is persistent, you'll want to instead use Variables.
If you have a situation where Ac…
Welcome to the community, @n1xx0n.
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Don't worry - that's because it already is the default state. An Animator's default state is highlighted orange in the Animator window.
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You just need to drag the Player prefab into the field - un…
Welcome to the community, @KayVenn.
The Advanced Third Person Camera includes a new custom Action that allows you to override its rotation - you just need to point your Actions Manager to its directory.
If you go to the Actions Manager and assign …
If you're concerned about referencing items in e.g. Actions, do know that you can group them into categories by putting forward-slashes in their names. i.e. "Fruit/Apple" and "Fruit/Orange".
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Sounds like the issue is specific to Unity UI. If you temporarily switch your menu's Source to Adventure Creator, are the swapped inputs working correctly?
The UISlotClickRight script provides right-click / InteractionB functionality, but …
The code above shouldn't have anything to do with how dialogue is displayed. You're saying that by commenting it out, it shows again?
Try placing comments in your ActionList to see if they get output to the Console.
Are you using speech audio, an…
OK, give this a go:
using UnityEngine;using AC;using System.Collections;public class ExtraInvInteractions : MonoBehaviour{ public int[] dynamicInteractionIDs; public int itemID; private Hotspot hotspot; private string itemLabel; priv…
Fair enough. Built-in, jumping does require a Rigidbody - though this script on the AC wiki also enables it when using a Character Controller:
https://adventure-creator.fandom.com/wiki/Jumping_with_a_Character_Controller