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For a standard adventure game, you can typically get by with the default interface - no need to change or customise things out of the box. Just opt to rely on the default interface when you use the New Game Wizard, and you'll have the defau…
Not just you - it's certainly a bug.
If a fix is simple enough to write here I shall do so, but either way - expect this addressed in the next release.
Ideally, the scene switching should be fast enough so as not to warrant a loading screen. Be sure to go through the Manual's "Performance and optimisation" chapter for tips on improving times.
AC and Corgi aren't comparable so far as wha…
Sure - if you opt to switch scenes using Unity's scene management, then AC isn't able to run the processes it needs to. The largest of which is to save the state of the closing scene, so that it can be restored to this way upon re-entering.
Be sur…
Which tutorial? There are several.
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If a Menu's Source is set to Adventure Creator, then you control its display using the Menu Manager - size, position, etc. If your InventoryBox element's Size property is set to Automatic, then items wil…
Welcome to the community, @Cheo.
Thanks for the bug report - I will attempt a recreation.
Are you using Unity UI to render the menu, and can you share the exact contents of the speech line - i.e. without spaces? You can copy/paste into e.g. paste…
And if the Loading Scene is not an AC one?
Be sure to set your Loading menu's Animator to work in Unscaled Time. I'm assuming it animates correctly if you set it to appear during gameplay.
Your screenshots do not display for me - can you post them to imgur instead?
You mustn't rename Action classes once you've installed and made use of them.
That forces the AC Player component's "Motion control" field to be set to "Manual", and the UCC Event "OnEnableGameplayInput" to be set to "True".
While these things should be such by default, the code change…
There's no need for custom serialization with AC, unless you have special requirements. If you're not sure what it's for, I'd recommend leaving that out.
Which tutorial are you referring to? If you can share more about what workflow specifically …
Here is an adaptation of my code above into a custom Action:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionExamineItem : Action { public ActionExamineItem () …
You mention inventory items only at the very end - are you talking about interacting with items themselves - or using them with Hotspots?
Probably is best to have a script that disables "Hand" interactions en-masse. If you give all Hotsp…
Again, I get no such behaviour. It may be that you've done something else that I don't know about. Please share details on anything you've done in the way of customisation.
What if you use the Demo Game's Conversation menu, which also has a Unity…
What if you turn the Menu off via the Menu: Change state Action?
Since the cursor behaves differently depending on the game's "pause" state, I wonder if this is less about the Menu itself but more about the fact that you're re-entering ga…
Ah - yes, the wiki script does listen out for changes to the game state.
Try inserting the following into it:
void Start (){ OnEnterGameState (GameState.Normal);}