It should be that the bar is displayed in full at the very end regardless of the time taken.
Looks like there's a small typo in the code preventing this.
To fix: open up AC's MenuTimer script and look for the following around line 236:
if (progre…
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Speech and Narration should both handle the same in Timeline as they do in regular Speech Actions.
For Narration that appears separately in the UI, create a line without a Speaker, and have a new Subtitles menu that has its For speakers of …
What's the context? Unless the cursor is in the centre of the screen, the camera's always going to be offset according to it - unless you affect the property through script:
GetComponent<GameCamera2D>().followCursor = false;
Alternatively, …
What collisions are you involving? I should note that your Player will still stick to the NavMesh in this mode, so if the only way you're looking to limit motion is by the shape of the NavMesh you should be fine.
To limit motion further, it should…
If you use Unity UI for your Menu, you can use an Animator + Trigger parameter to control the colours, and then invoke that parameter with an Object: Animate Action as part of the Button's click ActionList.
Does the bar only show in full, or not at all?
The value shown is based on Unity's recorded progress when loading the given scene, so it depends on what the scene contains. Is the scene so heavy such that it requires a loading scene?
AC should update the IDs of duplicates as they get made - the only objects to watch out for are inside the UI Object - not the rest of the scene.
I can't tell the cause from these details alone, but I would recommend using Unity UI Prefab mode as a…
The ID of an Objective isn't typically something that gets conveyed to the Player - it doesn't need to be in order on a technical level.
Drag-and-drop re-ordering is available as an optional feature. You can enable it from the Adventure Creator se…
Use the Inventory Manager's Categories tab to create a new String category, for Items, named e.g. "Description".
You'll then have a Description box at the bottom of each Item's properties you can type some text into.
Next, create a Globa…
What's your Menu's "Appear type", and what's your InventoryBox element's "When slot is empty** property set to? It sounds like the opposite - that the script is kicking in too late.
Is the UI in the scene, or a prefab?
Do you get any related messages in the Console, and - though there shouldn't be - are there any objects in the UI's Hierarchy that share the same Constant ID value?
The script above wouldn't affect the Description's visibility. You're saying that this last change caused it to go?
At this point, I would need to see the setup for myself to determine what's going on. If you can PM me your project (sans Library …
Input System is another layer of complexity - I would recommend leaving things as they are with Input Manager for the time being.
The issue with your Hotspot is that it has no Interactions defined - thus nothing to do when clicked.
A series of tut…
Were any of the scripts you modified related to the Action system?
The favourite Action code mainly consists of the FavouriteActionData class, and the various "Favourite" functions in the ActionsManager script. If you're using backups / …
A GameCamera2D will set its own position each frame - you won't be able to separately move it through Timeline.
Remove the GameCamera2D component, and attach AC's "Basic Camera" component (in the "Add Component" menu, choose &qu…