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At no point in your gif is the Menu fading out. I'm not clear how this has an effec t on things.
Please share details of the results with comparing the 3D Demo's Menu Manager, and any differences in the way you've set things up.
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You need to write a script that does exactly what you want - this is just a means of accessing the data.
See the Scripting Guide's entry for the class that I linked to - it includes a "speakerName" variable that you can use to filter by a…
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What clicks, specifically? Double-clicks on the asset file, and single-clicks on the scene ActionList's Hierarchy icon?
You can unlock the ActionList Editor window to always show the currently-selected ActionList at the bottom of the toolb…
Welcome to the community, @SupremeSmash. AC comes included with a 3D Demo, which is point-and-click controlled.
A tutorial on creating such a game, using Unity's own adventure game assets as a basis, can be found here.
Typically you use Animator parameters (e.g. Bool) in your Controller, coupled with transitions, to determine which Animations get run.
For example, an "Is underwater" bool parameter would be used to cause "swimming" animations t…
Version 1.70.3:
* Added: "Remember ActionList Parameters" component - attach to a scene-based ActionList to save its parameter values
* Added: Ability to refer to save files by ID number, not just index, in the "Save: Save or load&q…
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The Button refers to just the original Journal element - it's not aware of the second offset page.
You can get around this with a custom script. Uncheck "Only show when effective?" on the right shift button, and attach the script…
Writing a system to copy generic component values without direct references - in a way that works at runtime - involves use of reflection. This can often be messy, and things only get more complicated when you want to be able to specify a particula…
You're referring to strafing animations, I take it.
See this page in the AC wiki:
https://adventure-creator.fandom.com/wiki/First_Person_speed_parameters
It should do - see the 3D Demo.
Try assigning your Menu Manager as Demo_MenuManager, so that you can make use of the 3D Demo's UI temporarily. Does that work? If so, it must be down to some difference with your own - in which case, you'll need to…
SaveGame allows you to save into a particular slot. If that slot is already "taken", it'll be overwritten by the new save.
SaveNewGame will avoid overwriting, and save into the first-available empty slot. If saves exist in slots 1, 2 an…
Just click "Create" beside "Default Sound" in the Scene Manager. That's it - so long as that's created, and you have AudioClips assigned in either the Character's Inspector, or the Speech Manager, scrolling audio should then pla…
It sounds like iCloud's the cause. A Google search shows a number of page related to iCloud duplicating files.
I'd recommend using git or some other application for version control, but either way - I don't think this is an issue with AC itself.
Thanks for the clarification.
I think referencing an object by being the "nth child" of something creates more room for error, since the Hierarchy can change.
However, it would be possible to write a custom Action to set a Material from …
Text-scrolling audio is played via the Dialog script's PlayScrollAudio function. I can see about virtualising this so that you can override it via subclassing.
I don't quite follow your example, but you can assign Materials in Unity Object parameters.
By hooking into the OnBeginActionList custom event, you can update parameter values through script. One such method would be to have the two ParentGameObje…