* Correct - but again, you can prevent this by reading the "Slot index" value when a slot is clicked to ignore it if equal to zero.
* If your menu's Source is Adventure Creator, you can't - this mode is based on Unity's OnGUI system which …
What are you trying to achieve, exactly? What do you want to happen when the two colliders intersect? Is this second object an AC Trigger, or are you using a custom script to detect the moveable object?
You could try attaching the Collider that d…
Sorry, I'm not clear on this. You mention a formula, but where/when/how is this used? If you don't want the slider to go down when the mouse is held, when should it change? Please break things down as clearly as you can - with screenshots showing…
Thanks for the steps. In ActionContainerSet.cs, replace line 116:
container.items.Remove (containerItem);
with:
runtimeContainer.items.Remove (containerItem);
Welcome to the community, @hotpeperoncino.
Is Apply root motion checked on the Animator component? This should be left unchecked unless the animations actually use them, and are correctly set up to play when the character moves.
Otherwise, please…
Yes, the player prefab field requires an asset to be dragged onto it from the Project window.
It's also recommended to use "Mecanim" even if you have no animations. Simply leave the Animator parameter fields (e.g. "Move speed float&…
I'm not talking about variable tokens - I'm talking about speech event tokens.
Like I said, this will need an update to AC itself to allow for the replacement of such tokens with dynamically-generated text through script - but should be part of the…
Try unconstraining the y-axis, and then raising the offset to bring the camera back up after flying off downwards. You may need to then incorporate this offset into your constrain values.
Again, I would need some real values and settings - see my …
Autosaves are saved in slot #0. There can only be one per save profile. There are listed among other saves in SavesList elements.
By default, a user can still overwrite this slot - but you can check if the clicked "Slot index" is equal …
It is possible to trigger dialogue entirely through script - the Dialogue: Play speech Action can be replaced with a custom subclass if need be, which is able to replace portions of the text dynamically.
That said, this'd be most "nicely"…
In which versions of AC and Unity?
I'm afraid I can't recreate such an issue. Certainly you shouldn't have to rely on any Actions - you're saying the slider value decreases even while the mouse isn't moving?
I'm assuming you're not using Unity UI…
Welcome to the community, @francisx.
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A Hotspot can be turned off by default by attaching the Remember Hotspot component to it, and configuring it's Hotspot state on start value.
You can use the Inventory: Check Action to determine if the P…
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As this question is more geared to other users, you may like to ask this on the Community Discord channel.
One suggestion that I would make is that you can attach comments to Actions (or use the dedicated ActionList: Comment Action), and th…
You're disabling your "Use" interaction as part of the "Use interaction" ActionList. Move your Hotspot: Change interation Action to the Inventory interaction that runs when you use the keys on the door.
Since the effect of unlo…
You're talking in terms of performance?
This is really a question for Unity, since AC is just making use of Unity's components. It will depend on the number of colliders, and the number of vertices in each - but unless you go overboard in detail/a…
Collision won't occur unless both colliders have Is Trigger unchecked. Make sure you have a Rigidbody on your collider, and uncheck Use Gravity and raise it's Mass value if you want it to stay in place.
Welcome to the community, @WillD.
A few questions, to help figure out where this is coming from:
* Do your characters rely on Root Motion checked in the Animator, and if so - does the error persist if you uncheck this?
* At what point(s) do the er…
The ActionList looks fine (though could potentially be simplified a little), but in order to save the state of an object you need to attach an appropriate Remember component - see the Manual's "Saving scene objects" chapter.
To save the s…
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What starting position did you give it? The Initial distance along? slider beneath lets you choose between 0 (the lower limit) and 1 (the upper limit). Let's see some screenshots.