Including the AC namespace in a script means that it has access to AC's API.
It's not a prerequesite for any and all scripts in your project - just those that you wish to communicate with AC in some way - e.g. trigger an ActionList from inside the …
OK, try this:
https://adventure-creator.fandom.com/wiki/Quest_Objectives_and_sub-Objectives
This allows you to classify "Quests" and their sub-Objectives by naming convention: an Objective named "MyQuest" will be the main Quest…
The error suggests you have a Sound component without an AudioSource also attached.
You can find out which one by pasting the following into line 568 of Sound.cs:
if (GetComponent <AudioSource> () == null) Debug.LogWarning ("No AudioSou…
See the Paths class's entry in the Scripting Guide here. It's Destination property will tell you the final node position, from where you can place your next Path.
I'm not totally clear on what you mean by "associate the path" though - ar…
It's possible - though you'll have to rely on Unity UI for the Menu's display.
With Unity UI, you connect the AC Timer element to a Unity UI slider, which offers much more in the way of customisation options.
I believe with that you may also need …
The Char script's IsGrounded can be read to determine this - though exactly how this is calculated depends on what components they rely on.
Here is a custom Action, **Player: Check grounded, that reads this:
namespace AC{ [System.Serializable] …
Welcome to the community, @FlyingTurtle.
The "displayForever" property is available in the Manager under the Display subtitles forever until user skips it?. A separate option is also available for narration.
It's also possible to have s…
I'm glad you've sorted it, but I'm not totally clear on what you did, exactly - could you elaborate on what code you changed?
Though you may want to move on from this, from your description I think I myself would approach this with the use of a Con…
By Hotspot menu, you're referring to a Menu with an Appear type of On Hotspot.
The Menu's display is camera-independent - changing camera alone won't close it.
How is it that you're cancelling the Interaction? By clicking elsewhere while the Play…
Should be possible with the OnCharacterSetPath event, coupled with a check for GetHotspotMovingTo():
using UnityEngine;using AC;public class AutoRun : MonoBehaviour{ public float hotspotRunThreshold = 4f; public float regularRunThreshold = 4f…
(Quote)
See the forum rules - screenshots can't be uploaded here, but links can be copy/pasted from e.g. Imgur.com.
(Quote)
Was not "saved"? Just attach a Constant ID component to the First Person Camera - and check "Retain in prefa…
The level of customisation to get e.g. strikethroughs through completed objectives etc would be too granular for them to be offered in a simple Label element's properties, but all the data can be accessed through AC's API for you to use in i.e. a cu…
Certainly for a "basic" 2D game, I'd expect it should be less than 10 seconds.
When using the Profiler, switch to Hierarchy mode - that's a lot easier to guage where issues are happening from.
The "PlayerLoop" is a Unity proces…
Welcome to the community, @FelixGumenita. What are your AC/Unity version numbers?
What animation are you referring to, and in what way exactly is it disrupted?
Provided that all the elements in your Menu are correctly mapped to UI elements, icons…
Welcome to the community, @Panchoman77.
Speech text will be skipped with input if you have Subtitles can be skipped? checked in the Speech Manager. The input it responds to will be a mouse click if you then, also, have Can skip with mouse clicks? …
If the Hotspot's Inspector appears correct (i.e. "Hotspot state: OFF" is not displayed), then it should respond to input as normal.
Is your Settings Manager's Hotspot detection method set to Mouse Over?
Such an issue is typically brought…
You can already choose between "On Down" vs "On Up" when creating an Active Input. To have a separate ActionList run for each, just create another Active Input mapped to the same button.
Have you assigned the Player prefab in the Settings Manager - under "Character settings"? This is done at 19:39 in the video.
If your Player prefab is assigned there, then this will be the default Player - and will be spawned in automati…