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Can you post screenshots of the properties of both the Menu and the Label inside it, when the Source is set to Adventure Creator? I will attempt a recreation.
You can create an Integer in the Variabes Manager - make it a local one unless you need to access it in other scenes or asset files.
The Variable: Set Action can then be used to set its value when the stage begins. Note that its value is saved/res…
Welcome to the community, @DaddySwan.
When you set a Menu's Appear type to On Input Key, a new Toggle key field will appear beneath. This field must be set to the name of an input as defined in Unity's Input Manager, which you can access from Edit…
It's hard to say without seeing images of your actual setup - not just the result.
Try sticking to the local player route, but keeping the Playable Director on a separate GameObject (don't attach it to the Player directly). I don't follow your iss…
The GameCamera and MainCamera should be separate - don't try to convert one into the other.
The AC MainCamera prefab can be found in Assets/AdventureCreator/Prefabs/Automatic. It should be placed in your scene for you when organising scene objects…
Sorry, I'll need you to elaborate on this more. In what way are interactions disabled - does the Interaction menu not appear for inventory items, or does clicking on it not respond?
You mention the inventory menu closing - is that the regular inve…
The Highlight component provides a way for you to call custom events when turning the highlight effect on and off. If you hook this up to your ActionList's Interact() method, it'll run that ActionList when the event is fired.
I don't - but as the objects being referred to are not AC, I'm inclined to think this isn't an AC issue. Again, what/where are the objects referenced, and do they have missing scripts associated with them, as the warnings suggest?
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At what point did you save the game you're loading - before or after PadOnly has finished? Please test both scenarios by manually clicking "Run now" in the ActionList's Inspector - not via the SavesList "ActionList after load…
Do you have Pause game when enabled? checked? If not, how are you allowing direct control outside of the game being paused?
So that we can rule out its interference, unassign your EventSystem prefab so that it's using the AC default. Does it stil…
Is it necessary to disable the character? Please share steps to recreate the issue.
Be aware that you need to assign the character prefab in the track's properties - not the instance of the character in the scene. Make sure the prefab has a Const…
Are you relying on root motion for your character animations? If things were OK before updating AC, what version were you updating from?
Let's see screenshots of the ActionList involved, and the full Inspector of the character's root object. Are …
What/where are the objects referenced, i.e. AuthSpawnableObject and AuthObjPrefab, and is there any apparent problem, i.e. does the player not switch?
This may be a Unity issue. Do the objects referenced have missing scripts associated with them, …
Are you getting any error messages, and was it working before you updated AC or Unity? If so, what versions of both were you working with before?
Does speech play if you play it through the Dialogue: Play speech Action? What if you set the Source…
Create a Path, add nodes to show where you want the character to move, and set the Path type field to Is Random. If you then make the character move along the path (with the Character: Move along path Action), they'll move to points at random.
How a character animates depends on his "Animation engine" setting at the top of their Inspector. See the Manual's "Character animation" chapter for your chosen engine.
These are all covered in the 2D and 3D tutorial videos, as…
Try animating the Player itself in the Timeline - not a separate GameObject. He should be then able to respect the SortingMap etc (so long as you don't override his scale values in Timeline).
If you're using a runtime-spawned Player prefab, you ca…
Local variables can only be accessed within the scene. Whenever you want to share a variable across multiple scenes, you need to use Global variables.
Global variables can be saved to PlayerPrefs, in the form of Options data. Set it's Link to fie…
That's not the correct syntax.
AC.Menu invMenu = AC.PlayerMenus.GetMenuWithName ("Inventory");if (invMenu != null && invMenu.IsOn ()){ //do something}
See the Manual's "Menu scripting" for more on this topic.