Welcome to the community, @Robiro.
Glad you've solved the issue, but an add-on script shouldn't be necessary.
The video shows the issue, but not how or why it's occuring. What are your AC and Unity version numbers, and can we see the ActionLists …
Your "Input" element is a Label, not an Input.
The Action only sets the contents of Input element types - not elements that you've named "Input".
Assuming you want to change the Label's text, and not deal with an actual Input e…
If your Settings Manager's Input method is set to Keyboard Or Controller, then the cursor is controlled via the CursorHorizontal and CursorVertical inputs, which can be mapped to the cursor keys in Unity's Input Manager.
See the Manual's "Keyb…
To be clear, though: this should only be necessary if you're starting from an AC scene. If your opening scene isn't an AC one, then you should be able to switch scene using Unity's provided functions.
Recreated, but I'm not sure fixable as this seems to be down to Unity.
It's not possible to “cancel” a preloaded scene, nor load another one before a preloaded scene is opened. I think it has to be a case of just being careful, I'm afraid.
Does it occur when using a Character Controller instead of a Rigidbody / Capsule Collider combo?
I'm not entirely clear what's going on in the video. Is the Player moving erratically before or after the scene change?
Seeing the video with Gizmos …
You can connect/disconnect a Highlight component from its Hotspot through script by modifying the Hotspot's highlight variable.
Example script, attached to the Hotspot:
using UnityEngine;using AC;public class HotspotHighlightConnector : MonoBehavi…
Scene preloading is only possible if asynchronous loading is enabled - you should get a Console warning if this is attempted otherwise.
I shall attempt a recreation of the original bug, thanks for the details.
Yes, you need to use AC's own ChangeScene function in order to properly handle the saving/loading of data during switching:
AC.SceneInfo nextSceneInfo = new AC.SceneInfo (dropdown.value);AC.KickStarter.sceneChanger.ChangeScene (nextSceneInfo, true)…
Welcome to the community, @retroali.
I've recreated the issue. You can resolve this by opening the Speech.cs script in /Assets/AdventureCreator/Scripts/Speech, and replacing the code on (around) line 824:
return portraitIcon.GetAnimatedSprite (tr…
I don't feel that you need do anything so drastic as to write an entire AcionList through code just because you have need for one custom Action. AC's own Object: Call event and Object: Send message Actions can be used to trigger custom script funct…
You could feasibly do this from a single custom script that hooks into any and all events you want to listen to, and run an ActionList when triggered. I don't feel that having an Action itself listen/wait for events would be appropriate, and many o…
So essentially, you're asking to be able to check by Constant ID integer value when using the ActionList: Check parameter Action - in an ActionList asset - to query a GameObject parameter value?
Should be possible.
For a 2D game?
You can add the window in the scene file, but just keep it hidden from view until you're ready to show it. If it's interactive with Hotspots etc, just make sure it all has one shared parent, so that you can move one single GameObjec…
OK. It looks like the Menu is likely not the cause, in which I should be able to get by with just the Manager asset files.
Select all 8 of your Manager files (they'll be inside the Managers subfolder in the directory AC made in your Project window…
A "Unity UI In Scene" menu can only have one associated Canvas per-scene. If you want to change it's position, you'll have to move the Canvas.
Yes, teleporting the Canvas itself would be a viable option - but you could also try parenting…
I'm not entirely sure how your Menu relates to the ActionList. Is the ActionList set to the Menu's "ActionList when turn on" field?
If you've created the Menu for the express purpose of making the "f" run an ActionList, there's…
Such extra Actions shouldn't be necessary - are the items being removed part of the recipe?
My guess is that the crash occurs because the "Create Recipe" operation is running too many times. If the ingredients are being removed, this may…