@chaosmonger: Have you re-assigned your game's Managers after upgrading (as covered in the Manual's "Updating Adventure Creator" chapter?
With the sprite material issue, if it's part of an AC prefab then importing that prefab in from the …
Back up your project first, but if it's no longer present in your game then you should be able to remove it by re-gathering your game text.
However, in v1.66.8, speech lines present on a Timeline are not found via the "Locate source" butt…
Sorry, but you'll have to post a screen capture or something - it really sounds like the cursor to me, since that's the only way AC allows you to "drag" and item from the inventory onto a Hotspot.
Let's see screenshots of your Inventory a…
Did you re-assign your game's Managers after upgrading?
The slider will show so long as your Camera perspective field is set to 2D, and your Moving and turning field is set to Unity 2D or Top Down.
Clunky in what way? What approach have you taken?
To my mind, docking the player in this manner would just be a case of switching to a separate camera. If you wanted to be able to allow a limited camera movement via the mouse, a custom script add…
Are you talking about the size of the cursor when it's set to an inventory item's graphic?
That size is set in the Cursor Manager, underneath "Inventory cursor".
You can also set a cursor-specific graphic for the item in the item's prope…
And the full changelog:
Version 1.67.0
Upgrade notes
* For IK head-turning to work, a character must either have a "Neck bone" Transform assigned, a Capsule Collider, or a Character Controller
* For UFPS v1 Players to head-tilt, a First…
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An "AC" scene is one that contains a GameEngine prefab instance. This is added automatically when the Scene Manager is used to organise scene objects. See the Manual's "The Scene Manager" chapter for more.
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AC w…
It's a complicated issue, to be sure - hence my suggested workaround above.
An alternative solution may be to turn on a full-screen, invisible menu when speech plays - and that has a Button set to simulate the SkipSpeech input button.
Welcome to the community, @AlphaIkaros.
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AC will process the text file line-by-line, using the number as a time reference, and the text as a phoneme reference. For example, "MPB" will map to "Frame 0", as it's defined in…
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Received, but I can't get any such error to appear. Can you share steps on how to reproduce this in the 2D Demo, with your Player prefab?
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It'll be part of the next update.
Welcome to the community, @LordYabo. Please let me know your AC version.
LoadPreviousScene only works if both the current and the previous scene are "AC" scenes - i.e. ones that have been set up with AC's Scene Manager.
How are you swit…
Create a new Menu, and an Input element within that Menu. You can then use the Menu: Change state Action to turn it on.
The inputted text can be set to a String variable for processing.
A tutorial can be found here.
With the Object: Call event and Object: Send message Actions, you can run custom code from a Trigger without need for a custom AC Action.
As this isn't AC related, you should post on the Unity forums for help with such a script.
Scripting is not n…
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This is when you're filtering by Name or Description in the Variables Manager? A quick mock-up screenshot would help clarify what exactly you're after.