Use the Variable: Set Action, setting the Method to Formula.
You can then use variable tokens to refer to Variables A and B by ID number, i.e.:
[var:X] + [var:Y]
Where "X" is the ID number of Variable A, and "Y" is the ID numb…
You can disable regular functionality for a mouse click by assigning an override to AC's InputGetMouseButtonDown function, which is AC's equivalent of Unity's Input.GetMouseButtonDown.
See the Manual's "Remapping inputs" chapter for more …
A script to have draggables be grabbed/dropped with separate clicks can now be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Toggle_drag_objects
See the "Upgrade notes" section of the Changelog for v1.71.0. Since that release, the Player-switching system has been overhauled to make it much easier to handle player characters between multiple scenes.
You will, however, need to make…
The Remember NPC component should be enough - adding other components that track/affect motion such as Remember Transform and Moveable may create further conflict.
What is your AC version? I cannot recreate the issue from your description of it - …
The original layer names still need to be present in the project, as the names you enter in the Settings Manager are only unique to that game.
You raise a good point, though. Perhaps an option in the Project settings to bypass notifications would …
It's hard to tell what the behaviour is from the gifs, but the Remember NPC component will save the movement behaviour of the NPC it's attached to.
Try removing the "Character: Move along path" Action from the OnLoad cutscene - it may be …
Are you looking to disable a Hotspot while a custom script process is running?
Sounds like it would be best to manipulate the Hotspot at the time the process starts and stops - rather than when the Player places the mouse over it.
To turn a Hotspo…
This is due to the Invector Player being killed?
You can teleport the Player to a specific PlayerStart through simple script:
AC.KickStarter.player.Teleport (myPlayerStart);
Or the scene's default with:
AC.KickStarter.player.Teleport (AC.KickSta…
Having a Marker not be accessible will more commonly be an error than intended, I feel. Either way, though, it's still necessary to rely on some form of logic processing to handle the two different states.
In this situation, relying on the Cursor …
As intended, from the sounds of it. The Limit Visibilty component will automatically show/hide a renderer based on the active camera - regardless of the presence of any Rememeber Visibility component, which should merely record this visibility stat…
A potential fix: open up Player.cs, and look for the RemoveFromScene function around line 994. At the top of it, insert the following:
KickStarter.dialog.EndSpeechByCharacter (this);
Does that resolve it?
Regardless of how you remove the object from view, you still need to flag it up using AC's Remember system in order to have it be saved correctly.
See the Manual's "Saving scene objects" for full details on this topic.
Having an object's…
You need to ensure that your AudioClip asset files are configured to be retrievable by the save system. By default, this means giving them unique filenames, and placing them in an Assets folder named Resources.
See the Manual's "Saving asset …
I assume your MainMenu menu is set to only appear in a specific scene. What is the effect of opening it in a fresh AC scene?
In this new scene, try also unchecking Enabled on start?, and instead create a new OnStart cutscene that uses an Engine: W…