Which scene are you running to test with? A GameEngine object (added by the Scene Manager) must be present for AC to run and display its UI.
The 2D Demo's Managers will be assigned automatically if you open its scene file. If you choose "Loa…
Does the error show only once you delete the MultiSpriteFader script?
MultiSpriteFader / ActionMultiSpriteFade aren't a part of AC - they sound like custom scripts. Did you grab them from the wiki?
Custom scripts should generally be kept out of t…
If the Action is running at the correct time, then the behaviour is down to Unity's SpriteLibrary.AddOverride function.
The tutorial you've linked to just swaps the SpriteLibraryAsset wholesale. The equivalent in code may be something along these …
Welcome to the community, @LytonLight27.
Apologies, but I'm not quite clear on which parameters you're referring to - could you let me know which part of the Manual you're getting references to IsWalking, TurnLeft and TurnRight from?
You can get a…
Performance-wise, you're fine to have 5 continuous Triggers in a scene. Though, you're correct in that there could be a conflict if they all affect the same Menu.
Is that to say if you just run one of the branches, it works?
The NPC will only get triggered once because of the Variable - you'd need to set it to False again for it to run again, e.g. as the Player exits the scene. I was under the impression th…
I'm not sure I follow. At what point do you want to run the ActionList? Attaching it to a Hotspot isn't the only way to run it - the ActionList: Run Action can be used to run an ActionList asset.
Place an ActionList: Comment Action before the cus…
Your first Action checks if the Variable is True. Change this to check if it's False to have it only run once. If the False condition is met, the next Action sets it to True and avoids it repeating.
As in, show a gamepad button instead of a keyboard key?
It would be best to use the same UI. Link Variable To Animator can be used - you can link it to a Bool variable that your listener script sets manually, i.e.:
AC.GlobalVariables.GetVariable …
The underlying intent here is to prevent the Action logic from running if Yaml_Is_Running is True. You can do this with a Variable: Check Action, as you are, and having the ActionList end if it's False.
However, you're running this immediately aft…
You're putting your Variable: Check Actions after your Variable: Set Actions that affect the same value. Remove the duplicates, and move them to the first and second Actions in the list respectively.
From what I understand, it's a case of applying an override to your Sprite Library - as covered by this example.
To run either the AddOverride or RemoveOverride functions, a custom Action can be used:
https://adventure-creator.fandom.com/wiki/Sprit…