You're welcome!
Version 1.70.1:
Upgrade note
- If an Active Input is triggered, no other Active Inputs can be triggered in that frame
Changelog
- Added: OnLoadSpeechAssetBundle custom event - called once a speech audio or lipsync asset bundle has…
Yes - as the wiki page describes, this is more of a demonstration script.
Further button inputs can be added by adding a new InputAction and modifiying the GetInputAction function.
I can recreate this partially if you switch camera while a Hotspot is within the vicinity of the Player. I shall lool further into this.
(Quote)
You can change any Settings Manager property through scripting - right-click the field's label to get …
It should work - even if this isn't the right code, I'd like for people to be able to configure this if possible.
I'll try the code and see what's wrong. Is your Menu linked to Unity UI? If so, try switching its Source over to Adventure Creator (…
Do you have a timestamp you want me to look at?
Conversations to be timed - see the intro of the 3D Demo. If this timer is displayed in a Unity UI-based Menu, you have more control over the way it's displayed. Perhaps two Timer elements, flipped …
That the autosave doesn't have such a delay does indeed make it hard to see why this would occur - all the more reason to see the results of profiling.
That the button is grey is a Unity issue - a search of the Unity forums shows discussions on thi…
Invoking an Input button named "FlashHotspots" will cause all Hotspot-linked Highlight components to flash. You can use the Settings Manager to tweak this behaviour, e.g. having Hotspot icons show as well.
On mobile, you can create a But…
AC shouldn't need to be involved - you can use Unity's own Animator system. If the offsets can't be animated directly, you can try using animation curves to drive Animator parameter values, and then attach a custom script that reads the parameter v…
So, the variable is changed to the original value you set in the Action - not the translation?
Though the above should work, an alternative method would be to rely on a PopUp variable instead, to avoid placing such text in Actions.
What's your AC …
The script should only have an effect when explicitly clicking on collider objects that are placed on the NavMesh layer. Is this true of the walls in your scene?
Switch to First Person movement, and create a new Cutscene with a single Character: Move to point Action. Have it command the Player to move to a new Marker, and check Wait until finish?.
Place the following script on the Marker:
using UnityEngin…
Is this for all scenes, or just when moving from one specific scene to another specific scene? If you switch from the first scene to a different one, or switch to the second scene from a different first, is there any difference?
The second paramet…
Do you have colliders on the Default layer where the walls are? They should block Hotspot icons provided you've got Hide Hotspots behind colliders? checked.
If you've changed your Hotspot settings, let's see your new Settings Manager.
Welcome to the community, @CodePrincess.
Your code is essentially doing the same thing that the Properties box in the Menu Manager controls. While it may be less hassle to simply create two separate InventoryBox elements - each set to show a diffe…
If you already have a character / camera controller setup without AC, you should be able to override AC's own control systems in favour of one you're already happy with.
Leave your Movement method as Direct, and attach a Basic Camera component to y…
I get similar warnings when running the game, but that is because the Controller is not assigned, and the animation names are set to their defaults (i.e. "idle", "walk"). Setting these to the values in your screenshots removes t…