The AC Demo relies on mouse-navigation and pausing to use the Pause menu, so I'm presuming you made changes to the Demo's managers for your Demo scene test.
You'd also need to enable direct-navigation of gameplay menus if you've prevented the Demo'…
Having three separate animations sounds like the best way to go, but you don't need to manually trigger the "invisible" animation with a separate Action.
In your Animator Controller, create a transition from the "picked up" anim…
A Hotspot's "Default" interaction is the first-available Use interaction. To have the second Use interaction become the default, just disable the first. This can be done using the Hotspot: Change interaction Action.
lockCursorOnStart affects the state of the cursor when the game is booted up - changing it at runtime won't have an effect until the game is restarted.
To lock the cursor at runtime, call:
AC.KickStarter.playerInput.SetInGameCursorState (true);
Yes, good point - if you want to wait until all digits have been entered before giving a result, you would need to have a separate variable that counts the number of buttons you've pressed.
My hunch is that private data is stored temporarily and may still be set when running in the Editor. Whether or not this is the only cause of the issue, it was important to address.
Did you re-assign the "GameObject to affect" in the Act…
Similar idea, but I think you could get away with just one Integer variable used to track the "score", instead of which specific numbers were pressed.
Let's say the number is 0457, and we have an Integer named "Score" which is z…
Welcome to the community, @imie.
At least in the first case, your OnStart cutscene is run before any gameplay - so you should uncheck Return to last gameplay? and assign the exact camera you want to switch to.
But the use of Cinemachine is another…
If you need to have an ActionList run in the background on a loop, attach an Action List Starter component to a GameObject in the scene, link it to your ActionList asset and check both Run on start? and Run on load?.
An ActionList can be looped in …
You can uncheck Ignore Cursor clicks? in a Menu's properties to have it ignore the cursor. If you want gameplay-based Menus to be directly-navigated, you have to enable this at runtime using the Engine: Manage systems Action.
(Quote)
Is the issue …
I'm not sure what specifically you're referring to with OnUpdate - there's no function named such in AC.
But if you're looking to keep track of time, it's best to do so with an AC Global Variable whose value is set through script. Looping ActionLi…
Are your Menus using Unity UI? Try switching their Source to Adventure Creator if so - even as a test. Unity UI may be detecting the mouse cursor inappropriately, though the latest AC shouldn't have this problem.
The method I mentioned above is a…
You can override the locked cursor position by replacing the GameEngine object's Player Input component with a custom subclass of PlayerInput that overrides its LockedCursorPosition property, i.e.:
using UnityEngine;namespace AC{ public class My…
Are you running the game in first-person? Those should be the only scenario in which the camera should change without explicitly telling it to do so - as AC will always rely on the first-person camera during gameplay.
If so, you have to use the En…
When an AC scene is run, it is the MainCamera that performs the actual rendering - AC GameCameras such as the "SimpleCamera" in your Hierarchy are just used as a reference for the MainCamera's orientation and field-of-view settings.
To ch…
Yes, seeing screenshots would be necessary here to understand the situation.
One thing to be aware of, though: if your Animator has Apply Root Motion checked, then AC will rely on your animations to move the character using root motion.
If your ch…
Did you use parenting in the way I suggested when using the script? Bear in mind that it also depends on the orientation.
If you can share screenshots showing the way you've arranged your camera setup (the Hierarchy and Inspectors of both the came…
Try using the Demo's Menu Manager in your own scene, and your own Menu Manager in the Demo scene - that should help pinpoint if the issue lies with your Menu, or the scene.