The NavMeshAgent Integration script overrides the motionControl field - I should have spotted that.
This script is designed only as its own motion controller - and only used with the NavMesh Agent. However, it's also designed to be self-contained …
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You're referring to this wiki script?
https://adventure-creator.fandom.com/wiki/Return_PickUps_to_original_position
The "Rotate Only" setting isn't new, rather the ability to use it without the need for a Rigidbody. I've updated …
FWIW, touch-screen input offers an Active Hotspots with double-tap? option that allows for Hotspot labels to show with a single tap.
It sounds like you're on the right track with this, though you shouldn't need a second menu just for the lingering …
You can change the value of the Use loading screen? field through script:
AC.KickStarter.settingsManager.useLoadingScreen = true; // or false
This is true for any Settings Manager field: just right-click on a field's label to get an API reference …
So you're still relying on a TextMeshPro UGUI component to display the text?
What is your AC version, and is your text set to scroll in the Speech Manager?
AC does strip tags, but only those defined in the GameEngine's Dialog component. This also…
A Hotspot's shape is bound by the collider attached. By default this is a rectangle, because it has a BoxCollider2D attached, but you can swap this for PolygonCollider2D to re-shape it however you like.
Are any of your Players present in the scene files? If you rely on player-switching, you should avoid this - all Player objects should be spawned in at runtime.
I'll need steps to recreate the issue. Please share more details and screenshots show…
Does your Animator rely on Root Motion? If so, animation and motion are directly linked, so Automatic motion can only occur if AC has control over the Speed parameter, which is done via the Mecanim engine's "Move speed float" field.
You …
When the Player component is active, and the "Motion control" field is set to "Automatic", it will override motion from other scripts.
When set to "Manual", however, you should be able to have it enabled while other sc…
The "Default Camera" field is actually just a convenient way of affecting the "Camera" field in your scene's default PlayerStart.
Deleting the PlayerStart will unset the field, though the camera will remain in the scene. Assign…
Don't put all three on the same object - the AC MainCamera should be left as a separate object.
Remove the MainCamera, and add a new instance of the MainCamera prefab to the scene. This can be found in /Assets/AdventureCreator/Prefabs/Automatic.
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Just to be really clear, then: the issue is just to do with the display in the Editor, and not the actual effect on game logic?
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Are you viewing the ActionList asset, or the runtime instance of the list in the Hierarchy window? v1.70 now se…
Welcome to the community, @AsapCode.
If you're just talking about having a list of options for the player to choose from, you can use the Conversation system for this.
Though primarily used for dialogue options, the Conversation system is essentia…
To enable direct-control of in-game Menus, use the Engine: Manage systems Action. See the Manual's "Navigating menus directly" chapter for more.
If your Input method is set to Keyboard Or Controller, the AC mouse is controlled via the Cu…
Indeed - you should move the "Main Camera" object to the root level of the Hierarchy (or simply delete it and use the Scene Manager's "Organise scene objects" button to spawn a new one).
Generally speaking, you should leave the …
You can dynamically switch the Player's "Motion control" field between "Automatic" and "Manual" modes through script - so that he can rely on AC motion during e.g. cutscenes.
This is mode easily done from an Update loo…
The Player component only deals with parameters that AC will control - you can still add whatever parameters you like to the Animator Controller, and manipulate them however you like.
I'm not clear on what you mean about separating walk/run paramet…