A Hotspot is separate from the Actions that it runs. Set the Hotpot's Interaction source to Asset File, and you can then rely on ActionList asset files for its Interactions.
I suspect by "Conversations", you're referring to the whole dialogue exchange sequence, and not just the time that dialogue options are displayed on-screen.
You can hook into the OnEnterGameState event to lock the pause menu when options …
Again though, is this in builds as well or just the Editor?
I suspect this is due to the fact that UI Canvas GameObjects are disabled when their associated Menus are considered "off", while the components themselves needing at least one f…
Is your Menu's Source set to Adventure Creator? If so, item slots are arranged downwards, so the first slot will be the topmost one.
However, if you rely on Unity UI for your Menu's display, then you can just re-arrange the positions of each of th…
You'd have to rely on custom scripting, but not much.
To invoke an ActionList, call its Interact() method.
To run code when a Hotspot is selected (i.e. mouse-overed), hook into the OnHotspotSelect custom event.
Sample script (MouseOverInteraction…
You only mention AC preloading the 2nd video. How are you playing both of these videos? Through Actions?
In my experience there is generally a small flicker when playing back videos - indeed coming from the Unity side. If you're looking to play …
Placing a Player in a scene file is enough. When the scene is loaded, this Player will be used instead of the default assigned in the Settings Manager. When you leave that scene, the default Player will again be used - provided the following scene…
Yes - so long as the parameter value matches the popup's value.
You can't use the Object: Animate Action to pass a variable's value to an Animator parameter directly, but you can do it by via an ActionList parameter.
Create a new "Integer&quo…
You can create a "dummy" Player in your scene to override the default. If this is your first AC scene, it should prevent the default from being spawned.
A dummy Player can just be an empty GameObject with the Player script, tagged as &qu…
For the record, this wouldn't be an AC issue - just a general Unity one. You may also be able to get some advice on the Unity forums.
Your video shows the issue in the Editor - does this also occur in builds? In my experience, there can be times …
So this is mainly to do with AC's Inventory?
This'll need a fair bit of custom scripting, but it's quite simple to access what the AC Player is carrying. See the Manual's "Inventory scripting" chapter, which shows the most common API fun…
Unity will automatically add (Clone) to a duplicated object's name, so preventing it is a case of renaming objects as this occurs. AC attempts to do this, as you've seen, but there may be erroneous cases e.g. if the GameObject itself is duplicated …
As in, you can't free-aim horizontally?
The right thumbstick has two axes. If Axis 4 is up/down, then presumably left/right is Axis 3. Map this to CursorHorizontal - that's the input used to turn horizontally when free-aiming.
PM me if you still want to revert to v1.66.7, and I will provide you with a link to download it.
However, If you encounter an issue with the current release, it is best to describe it in detail so that it can be fixed.
There is not yet enough info…
Thank you, I will look into it.
Separately, are you just using this switch to control the same Animator Controller? It may be more efficient to have the variable update a parameter in that Animator, if so.
I believe it was in v1.58 that the way in which speech time is calculated was changed. Certainly the current release shouldn't have this problem.
I would recommend testing out a duplicate project with the current release, to see if that fixes the …
You should just need to store a reference to the variable itself from the Variables component, i.e.:
myVar = myVariables.GetVariable (myID);
You can then check if this is the same variable being uploaded:
void My_OnUploadVariable (GVar gVar){ …
(Quote)
If your Menu's Source is Adventure Creator, then the Game window will show a small dot in the centre of the screen when previewing it. Treat this as the player's head, and X/Y co-ords positioning the Menu relative to this position. You can…
@tomtomterrific You can PM users from their profile page - that may be the best way to get in touch with spcmicro.
For inventory pro, and other inventory assets, the principle is the same - rely on the provided Inventory events to sync up what the …
Welcome to the community, @TattooRose.
As the integration mentioned above was provided by Invector themselves, I would recommend contacting them directly for advice with taking this further.
However, when it comes to going beyond an initial setup,…