First things first: is the script actually setting the Dummy Text box correctly? I forgot to mention that you'll need Duplicate for each line? checked in your Menu's properties.
If it is (just make it temporarily visible to check), then it'll just…
If using an Interaction menu, you can have each Interaction element respond to a different input button - but if you're using single 'Use' interactions then it's best to rely on custom scripting. This'll also be necessary if you want to make the in…
You can do it with custom scripting:
public void NextScene (){ AC.KickStarter.sceneChanger.ChangeScene (AC.SceneChanger.CurrentSceneIndex + 1, true);}public void PreviousScene (){ AC.KickStarter.sceneChanger.ChangeScene (AC.SceneChanger.Curre…
Make a bool parameter in your Animator named "IsGrounded", and set this as the "IsGrounded bool parameter" in your Player Inspector?
Is this parameter checked at runtime while on the ground? If not, it'll likely be a grounding …
AC's Slider element can be used to visually display a Global Float variable, so yes - you can use this for visual feedback about the state of a variable.
However, when the "Source" is set to "Adventure Creator", it can only be h…
AC isn't installed as an application on your machine - it's imported into the project itself. This is the same with any Unity asset.
You can certainly have one project with an older AC version, and another project with the latest. So long as you …
The number of saves present may not always correspond to the slot ID - if you have saves with IDs 6 and 7, for example, you'll still only have 2 save files.
If you update to the latest AC, the Settings Manager now has a "Save File manager"…
Unless you rely on root motion, your Player's motion and animation are treated separately. Is the issue that the character isn't physically moving into the air, or that the animation is not playing, or both?
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Any parameter you list in the P…
If you make a Global variable, you then have the option to set its Link to property to Options Data. This will mean that it's value is part of your save profile (i.e. along with other options values such as Music Volume) - as opposed to stored in i…
This can be done with a (simple) custom script that records the "final" speech text when it begins - and then displays that text with an invisible colour (i.e. no alpha) in the same place as the visible text, so that the UI resizes itself …
It's a difficult issue to visualise, but perhaps it's best to just try it out and see if it's the right way forward.
In EventManager.cs, paste the following into the main body:
public delegate void Delegate_SetLookDirection (AC.Char character, Vec…
ActionLists can indeed be paused and resumed, but I think you'd end up facing the issue that prevent saving when gameplay is blocked in the first place.
This restriction is in place because while the state of ActionLists themselves can be recorded …
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What's your Interaction menu's Source set to, and does this occur when you test in the Editor with "Touch Screen" set as the Input method?
Try it with Unity UI if you're not already - you can copy the default Interaction menu from…
Here's a variant of the frame-flipping script that reads the Direction integer instead of the Angle float:
using UnityEngine;using System.Collections;using AC;public class SUC_FrameFlip : MonoBehaviour{ [SerializeField] private AC.Char character…
Welcome to the community, @dzft3w.
AC's 2.5D mode works on the basis that the background is pre-rendered at a fixed position and angle, meaning it only works if the camera is locked in place.
That's not to say AC can't work with fixed backgrounds …
Yes, it is in world-space.
You're not restricted to use a GameCamera at all, if you want a custom motion behaviour, though. Attaching the "Basic Camera" component to a regular Unity Camera will make it selectable in AC camera fields/Acti…
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Yep - re-enable it and things should work again.
These prefabs aren't essential though - they're just there for convenience. You can see that this one in particular is just an empty GameObject with the Interaction component attached.