If you're updating from v1.69.3, then you can just import the Scripts folder.
To import just the container fix, import /AdventureCreator/Scripts/Logic/Container.cs.
The error message reports an issue with line 33, but there is nothing there in the script you've posted. What is on line 33 inside your text editor?
Using the script on my end shows no such issue, though I did need to de-select the inventory item …
I've attempted a recreation as best I can from the details, but cannot get such a problem to occur.
I'll need you to send me some files to test with. Not your whole project, this should be enough:
* The RunLaptop script
* The prefab with the scri…
The AC MainCamera is the only one that does any rendering (by default) - any GameCamera in the scene is disabled at runtime and used merely for reference.
To have a separate "render" camera that renders only a certain layer, you'd need to…
Draggable objects are 3D only - they won't respond to 2D Rigidbody or Collider components. You would have to rely on 3D components for the Draggable object to react to it.
You can alternatively define an Interaction on move in the Draggable's Insp…
The tutorial only overrides the Horizontal and Vertical axes. I'm not clear if you're now using Direct or First Person movement, but turning in First Person involves free-aiming. A script that incorporates this with the Simple Touch Controller ass…
Welcome to the community, @Daveyploo.
AC doesn't have combat or weapon features, but just the act of physically placing something in the player's hand shouldn't be too problematic.
The 3D Demo has the Player hold the "prop sword" item fo…
Version 1.69.4:
* Added: Scroll bar to the Menu Manager’s list of menu elements
* Fixed: Error when using loading scenes that do not have a GameEngine prefab in v1.69.3
* Fixed: Cycle menu elements no longer linking correctly to Dropdown UI compone…
Double-tap to run only deals with general movement around the scene - not menu behaviour.
It's not so trivial because the Interaction element requires a single-click, and the Menu it's within turns off once the Hotspot is interacted with.
However,…
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Just switch to the game's first scene:
SceneInfo nextSceneInfo = new SceneInfo ("MyNewScene");KickStarter.sceneChanger.ChangeScene (newSceneInfo, false);
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SaveSystem.ContinueGame ();
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You can get a list of all save…
As you mention clicking on an interaction, I take it your "Interaction method" is set to "Choose Hotspot Then Interaction"?
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If clicking on a Hotspot results in the Interaction menu turning on, the first hook can be done …
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The other what?
I will you need to share more information - starting with your AC and Unity version numbers, your Settings Manager's "Movement settings", and details of your Player prefab in the form of screenshots of their Inspec…
My mistake with the first. Replace:
KickStarter.runtimeInventory.localItems.Remove (containerItem.linkedID);
with:
KickStarter.runtimeInventory.Remove (containerItem.linkedID);
As for the opposite direction, you don't need to get the selected i…
* What version were you previously using?
* If you click on the error message, does the correct "HUDCanvas" object get selected in the Editor?
* Is the Action in an asset file, or scene-based?
* Is an instance of the prefab present in the …
To avoid overwhelming newcomers in particular, I do prefer to limit the number of options in the AC top toolbar - but you do raise a good point. I shall consider.
What if the Hotspot menu is rendered with AC?
I'm assuming it turns on correctly at other times, i.e. when Hotspots are selected. You're not in a Cutscene due to a blocking ActionList running at the same time?