Recreated - I'll work on a fix.
For completeness, another way to do this would be to rely on Timeline and AC's new "MainCamera" track. You could transition to another GameCamera that animates the movement, teleport the player to the top,…
You should be getting an error message in the Console window - what does it say?
Try importing AC into Unity 5.6.6, create a .unitypackage file of the whole AdventureCreator folder, and then import that package into your 5.4.4 project.
Alternative…
Please use Markdown when posting code - separate code from prose with a line, and give all code a tabbed indent.
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class HideGiveTalk : MonoBehaviour{ priv…
Thank you for the video - but I understanding the issue, the problem is recreating it. If you can PM me your Player prefab, Managers, and a scene to test with then I can take a look properly.
You are still not showing any instance of using the Character: Move along path Action with the Stop Moving method, which is what's used to stop moving the NPC.
It's also not clear how your NPC's Animator Controller is configured. Are you relying o…
Inelegant or not, combining data into a single string is how much of AC's data is saved already. See the RememberAnimator component for some examples - I'd say that storing a list of integers separated with a common separator character would be fin…
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You can use OnInventoryInteract for inventory interactions - see the Manual's "Inventory scripting" chapter.
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It won't - the Interaction class type is for Hotspot interactions only. Hooking into OnEnterGameState / OnExitGa…
You're assigning your listener in Start, but not clearing it from last time. Before adding the listener:
_button.uiButton.onClick.RemoveAllListeners ();
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You haven't shared your script, but Automatic mode gives AC full control - hence the name. As I said, you can change the motionControl enum at runtime, e.g.:
public Char myACCharacter;void Update (){ if (myACCharacter.IsTurning ()) {…
As in, from any scene to any scene? Please answer my question about this occuring from a fresh scene.
In a problematic scene, find your Scene Settings component on the GameEngine object - is your NavMesh field correctly assigned?
Welcome to the community, @danfrias.
PopUp values are independent - you can't share the labels with another automatically. Through coding, however, you could have a simple script that updates the labels from a "base" PopUp:
private void…
The code in your AssignValues function is updating the paramters of the instance of the ActionList asset - not the ActionList asset itself. When AC runs an ActionList asset, it actually spawns a RuntimeActionList class, and copies the asset's Actio…
The "player slot" you refer to is the one in the Settings Manager?
Make sure you're assigning the Player prefab - not the scene instance. A prefab is necessary, because it will be spawned into the scene at runtime. Alternatively, you ca…
Though unsupported, I can't see why the current AC release wouldn't work with 5.3.4. I think you may be making assumptions here about the cause of the issue.
What do you mean by "empty managers"? What happens exactly, and what messages …
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It depends on what data you wish to save. Remember NPC will store position/rotation data, so you shouldn't need Remember Transform also, unless you spawn him in at runtime or something. There shouldn't be a conflict with Remember Visibilit…
What's your Menu's Appear type? set to? Unless you check Clickable in cutscenes? in its properties, the ActionList will indeed have to run in the background.
If the Menu pauses the game, try unchecking Can unfreeze 'pause' Menus? in the ActionList…