A single sprite-based character can have their "Flip X" checkbox checked, but for a rig-based character it's typically a case of inverting their X-scale value.
A script on the AC wiki should handle this:
https://adventure-creator.fandom.…
I cannot reproduce such behaviour.
Are you using Input System to read mouse input, along with AC's integration for it?
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What is the message in full, stacktrace included?
Thanks for the videos, though I cannot recreate such behaviour on my end.
If you create a new project, import AC, and run the 3D Demo, you should find that you can similarly switch between English and French from the Options menu. Does that have t…
Ah, looks like SkinnedMeshRenderer doesn't inherit from MeshRenderer.
While I'd recommend you use a regular Mesh Renderer instead of a Skinned Mesh Renderer for your face plates (since they require a linked rig to work properly), you can amend the …
What platform are you working on? To be clear: this is about selecting new items after switching focus, rather than items becoming deselected at the time you switch?
What are you using for input, and what is your project's "Active Input Handl…
What's your AC version? I can't reproduce this in the latest release by switching language when over a Hotspot.
Are there special steps needed to recreate this, and does it occur if you use either AC as your Menu's Source, or regular Text componen…
Are both the Playable Director, and the NPC, present in the scene file? You shouldn't need to remap the NPC's bindings if so - only that of Player, if they're spawned in at runtime.
What animation engine does the NPC use, and are you using 2D or 3…
A Unity Object can be used to override the "New clip" field in the current release - but I'm not sure about v1.70.1.
You can edit the script to add the ability, though. Essentially:
1/ Add this to the list of variables:
public int newC…
Welcome to the community, @FloriMuntean.
To have game logic begin when your scene starts, you can create a new "On Start" cutscene in the Scene Manager's "Scene Cutscenes" panel. You can then click the node icon to the right of…
The ActionList itself looks fine - it's down to how/when the parameter values are assigned.
Are you using scripting, the ActionList: Run Action, or some other means to set the parmeter values?
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Are you dragging the GameObject into the field, or clicking the circle to the right to bring up a selection window?
Any screenshot you can share that explains the issue will help clarify what's going on.
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No problem. Actually, the next update will automate this - which should avoid this issue in future.
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Create a new Item named "Empty" and assign it an invisible texture. Check Can carry multiple?, and set the Slot capacity…
When you say you can't make it "accept" a new faceplate, what's the exact behaviour you're getting?
The Mesh Renderer assigned in your Lipsync Texture component is not the same Renderer shown in your second screenshot, which is a disabled…
Have a Trigger parameter that used in an Animation Transition from your Boredom animation back to your Idle animation. You can use the Character: Animate Action to invoke it, or invoke it manually through a custom script when the mouse is clicked.
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It'd probably be a case of having a custom script that adds "empty" item slots if there are less than 5 when the Inventory is opened. I expect that you'd also need to disable the Shift Left / Right buttons when the next item to sc…
You'd need a script that checks which item is in the 3rd slot of your ItemSlots element, extracts that item's name and description, and then displays them in Text boxes.
This should do it:
using UnityEngine;using UnityEngine.UI;using AC;public cla…
I may have been wrong about updating the order like that. Let's revert back to the original order (0, 1, 2, etc). Test only with 5 or more items for the moment - it's likely we'll need to use scripting to fix the issues that occur when 4 or less a…