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ChrisIceBox

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ChrisIceBox
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  • I would consider it on a case-by-case basis.
  • Yes - as long as the scene directly references the asset file, so that it can get picked up by the Gather Text process.
  • The brute-force method will always work, and ActionList assets are only ever "counted" once per-gather. You could place the NPC in multiple scenes and still avoid the lines being duplicated. How are you spawning the NPC? Through script,…
  • Welcome to the community, @Jeremiah. It isn't just a case of development, but also ongoing support, platform updates, etc. Certainly a VR developer could implement VR in AC - and indeed there are studios who have done so internally - but it's not …
  • Possible - but a minor issue with AC means you'll have to first check a "hidden" box. Select your Inventory Manager asset file and view its Inspector - not the Game Editor window. Then check Pass Unhandled Hotspot As Parameter. Back in …
  • @Deckard_89 Though the wiki page's name suggests it, the script itself isn't strictly for first-person. It will work with a third-person character as well.
  • Welcome to the community, @BlindRainGames. Yes - so long as the game isn't paused while the Document is open, then a coroutine should be able to do the job. You don't need to access the NextPage or CloseDocument buttons - you can modify the Menu a…
  • The lines are part of an ActionList asset file - not a scene file. Having it be gathered is a case of making sure that AC is aware of it. When text is gathered, AC won't necessarily include all ActionList assets in your project - only those that i…
  • I've updated the wiki script with parameter support - give it another try.
  • In order to save changes to an NPC's standard animations, attach the Remember NPC component.
  • Your screens show the menu, but not the way it's set up. What is its Source set to? In order to mainting their aspect ratio, you'll want to make sure you're using Unity UI - as you can then configure the Canvas Scaler and other Unity UI components…
  • (Quote) Logs can be set to display only in the Editor but not builds. If you set it to Never, then they will be removed from builds as well. How much this impacts performance is a question for Unity, but certainly it will help. (Quote) AC will on…
  • See the Manual's "Adding custom cameras" chapter: attaching an AC "Basic camera" component to a custom camera type will make it selectable in AC camera fields such as the Hotspot's "Limit to camera" field. However, thi…
  • Welcome to the community, @artofbeni. It's not necessary to disable the Player system to prevent AC from updating its position. In this case, you'll probably instead want to set the Player's Motion control field to Manual during the cutscene. Doi…
  • All looks OK, then. Though, I'm not seeing an example of the variable not changing. Your screenshot shows "Player" both in the Input box, and as the Variable value. It looks like you have a simple scene "Interface" to test thi…
  • Interesting problem. Using animation events would be one way to solve it, but it'd be tricky to place the game in "cutscene" mode while the game waits for the animation to reset. Another way would be to use a custom Action that simply wa…
  • When using Mecanim or Sprites Unity Complex, AC animates characters by controlling Animator parameter values. It's the same when using expressions. It's possible to insert tokens into your speech text of the form [expression:Name], in order to upd…
  • See this script on the AC wiki: https://adventure-creator.fandom.com/wiki/First_Person_speed_parameters
  • (Quote) OnLoad is only called if you enter the scene by loading a save file. OnStart is used if you enter the scene through gameplay, as is the case here. (Quote) So, this happens when the Player enters the scene for the third time? And they're p…
  • Oddly enough, using the same settings as in your screenshots doesn't cause the cursor to change. Are you sure that the graphic is coming from the cursor, and not an Interaction menu? The "Display cursor" field is for the Main cursor only…
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