Best to rely on Unity's own Audio track, since it comes with scrubbing and waveform display features that would have to be re-invented otherwise.
Volumes and pause states can be set through script: https://adventure-creator.fandom.com/wiki/Pausing_…
To clarify a little further: AC will work (as in, compile and not give any errors), but there may be one or two minor things that need attention.
You should be OK with turning on/off light components, and adjusting intensity values.
Though, I reco…
While you can handle camera cuts, character animation, etc, all with Actions - Timeline would certainly be the preferred choice for something that involved.
Timeline can be used to trigger character speech, turn heads, etc. A Conversation can't be…
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Changes made to Manager values will be retained once you exit Play Mode. Similarly in the case of Global Variables, you can access their runtime equivalents with AC.GlobalVariables.
See the "Menu scripting" and "Variable scr…
Cutscene do have a couple more properties, but there's not much difference otherwise - they're all fundamentally the same.
Only ActionLists of the type Interaction can be triggered directly from Hotspots, but any type of ActionList can be triggered…
Welcome to the community, @Mark139.
If your Movement method is set to First Person, then AC will rely on the first-person camera automatically during gameplay.
This includes Conversations, but you can prevent that by unchecking Run Conversations i…
You can attach a component to the scene that hooks into the OnInventorySelect and OnInventoryDeselect events, and updates all Highlight components in the scene accordingly:
using AC;using UnityEngine;public class InventoryOnlyHighlight : MonoBehavi…
It sounds like you're affecting the Menus as stored in the Menu Manager, rather than the runtime copies in PlayerMenus.
Access your Menus using PlayerMenus.GetMenus or PlayerMenus.GetMenuWithName, rather than kickStarter.menuManager. If you need s…
Welcome to the community, @eioie.
The options available in the Action's "Method" list is depedent on the Variable's type. In order to set a Variable's value from a Menu Element, the Variable needs to be of the type String - as shown in t…
Recreated.
So the "Prevent interactions?" checkbox currently has no effect for Container elements - but it's reasonable to assume they would. I'll address this in the next update.
Welcome to the community, @RinoManzana.
If you uncheck Allows fit within screen? in your Subtitle menu's properties, then it should be hidden if the character it's displaying for is off-screen.
You can use a Parameter of type GameObject to dynamically alter the "Object to affect" field value.
I'm a little confused about the hierarchy though. You mention that your custom "guest" script is on the same GameObject as the …
Is the NPC's root being affected - or are they percieved to be sinking as a result of their hip bone / mesh object being controlled?
Does it occur if you temporarily remove the NPC component? If so, it may be more of a question for RootMotion.