ToggleCursor will only have an effect during gameplay. I see now that the Document menu pauses the game, so that sounds correct.
What is your "Input method" set to in the Settings Manager? If you prevent the Document menu from pausing t…
What if you replace the speech with an ActionList: Comment Action?
I can't reproduce such an issue. Let's see a screenshot of your SaveList element's properties, and does the ActionList appear (even for just a frame) in the Status window (enabled …
Recreated. Open up FollowSortingMap.cs, and replace the two instances of:
if (_renderer == null || sortingGroup == null) return;
with:
if (_renderer == null && sortingGroup == null) return;
Though I can't reproduce such an issue, these look to be related to the Scene Manager. I wonder - if you close the AC Game Editor - or switch to another Manager tab - does the issue go away?
You're not using the latest release (v1.70) - what are y…
Yes, please make a new thread for these. Could you share screenshots of the 4K issue? I'm without such a screen, so I'm not able to recreate it. I'm aware of the Action Type issue - but so far as I can tell this is on the Unity side.
Here's an initial implementation:
https://adventure-creator.fandom.com/wiki/Input_System_integration
As the Input System has a number of ways inputs can be defined, this is more of an example than anything - but should be a good base to adapt from…
AC will load in the Asset Bundle as a background process, but it can't assign the files until the whole bundle file has been loaded into memory. This is more of a quirk of the Asset Bundle system.
I can't tell why one occasion caused no audio to p…
A number of integrations exist on the AC wiki:
https://adventure-creator.fandom.com/wiki/Kinematic_Character_Controller_integration
https://adventure-creator.fandom.com/wiki/Ultimate_Character_Controller_integration
https://adventure-creator.fandom…
As this thread is over a year old, I don't recall exactly my findings - but certainly I would have implemented it had I deemed it viable at the time.
Can you share details about the actual NavMesh in question? Let's see screens of it's shape, and …
Welcome to the community, @Tally.
To clarify: you're using a timed AC Conversation, not an actual AC QTE?
There's no technical restriction when it comes to a Timeline's playback - they can be played and stopped without AC's involvement. With a cu…
The Player: Constrain Action is all you should need - placed inside the Menu's "ActionList when turn on" asset file.
The cursor's lock state can also be toggled by invoking an input named "ToggleCursor" - is there any change whe…
@OhNoo: Open up a new thread in Technical Q&A with more details (including the error message in full) and we'll see what's up.
@Rairun: Same, can you start a new thread for this? Please share more info about the character you're trying to affe…
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This should only be done if the arrays have not yet been initialised. Even if it's in a backup/duplicate project, I'd recommend resetting all game text and modifying your script so that GetNumTranslatables only resets the ID array if it is …
I'm not clear if these are two separate menus, that share the same UI prefab, or if a single menu/prefab shows both Conversation and Inventory.
If the menus are separate, then both menus will spawn their own instance of the UI prefab - meaning ther…
Thanks for the feedback.
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This is an unfortunate necessity, since the Action needs to know which animation engine to use before engine-specific options can be shown.
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Can you share the message in full?
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Does this occur with v…
See the upgrade notes in the Changelog, specifically:
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Replace:
if (hotspot.IsInventoryButton(button))
with:
if (hotspot.GetButtonInteractionType (button) == HotspotInteractionType.Inventory)
When the Movement method is Direct, then the player will move according to the camera - so if the camera turns (due to mouse movement), then the player should also turn with it.
As an action game, the new Star Wars game isn't what AC is intended fo…