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ChrisIceBox

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ChrisIceBox
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  • (Quote) Have it run a Cutscene instead - the Trigger might still be self-starting; (Quote) This might be related to the above, if the NPC is being triggered as soon as the scene starts.
  • Are these Sorting Layers, or regular GameObject layers? This sounds like more of a general Unity question, but URP's 2D Renderer has good lighting options - you could try making a light that affects characters but only in the bright areas of the ro…
  • Welcome to the community, @johnnyahrens. Are you referring to this wiki page? https://adventure-creator.fandom.com/wiki/Third_Person_Motion_Controller_integration This one's actually for ooti's Thid Person Motion Controller, a third-party controll…
  • 1/ The better way to detect input is to use Active Inputs - which allow you to run ActionLists when a specific input is detected. However in this case, as you say, it's not so much the input you want to check as it is the Player's movement. For th…
  • AC should run just fine in Unity 6 - though if there are issues, just let me know. The only problem I'm aware of is that Unity 6.1 uses Input System by default, which AC requires an integration for to be used. An integration package for Input Syst…
  • Right, try this instead. Update the Inspector with a reference to the Canvas, and - the Menu - check "Duplicate for each line" and remove the Label element that shows the subtitles. Also remove the custom tags from the GameEngine's Dialo…
  • (Quote) Disabling the Interaction system is a case of calling the SetInteractionSystem function: AC.KickStarter.stateHandler.SetInteractionSystem (false); (Quote) AC will go into Cutscene mode while an Action runs if the ActionList's When running …
  • Can you share the custom Action in full? Your earlier suspicion of it not waiting until it completes is likely correct. If it's possible to have the custom Action wait for the duration of the Naninovel sequence, then disabling / re-enabling the In…
  • Welcome to the community, @StavrosTheiakos. I've replied to your Youtube comment touching on the same topics, but I'll reply here too so that it can help others with the same issues as well. The input issue is down to the recently-released Unity 6…
  • Welcome back, @Flavio. While shaders aren't really my area, I'd say it likely depends on the underlying technique. I'd expect it'd involved placing Player on a specific Layer. If the technique involves a full-screen Render Feature, then configuri…
  • When clicking in the spot where the cursor is in your first screenshot, what do you want the reaction to be? That the Player moves within the room they're in, or doesn't move at all? To keep them inside the room, set the Movement settings panel's …
  • Recreated, thanks. With three assets in the mix, it's not clear yet where the issue lies - but I will look into this.
  • Welcome to the community, @alexg558. Turning off the Interaction system with the Engine: Manage systems Action will prevent AC's regular Hotspot interactivity. Are you using Naninovel as well? The more detail you can share about your situation, t…
  • (Quote) There's another way. If you attach the Set Interaction Parameters component, you can configure the values of all Parameters associated with the chosen Hotspot interaction.
  • It depends on the context. If interactions vary based on other factors, e.g. what the Player is carrying, you can use e.g. the Inventory: Check Action instead of creating a "Player has got item X" variable. If your game makes use Objecti…
  • If you're using Sprites Unity Complex animation mode to animate your characters, you can drive animation playback using Animator parameters and transitions, rather than by referencing them by name. In either case, you will need to use the Character…
  • The variables aspect is separate to the ActionList playback - are you meaning that changes made to variables are not being recorded? This is an old thread - it's now possible to use the Events Editor to define a Scene / Change / Before event that r…
  • Triggers to detect the Player's relative position are probably your best bet, but you can use the Physics: Raycast Action from the box in the push direction to check if there's room for it to move.
  • I don't know if </> is a shorthand in Text Animator, but try it with regular closing tags, i.e.: <shake>Someone's</shake> there!? <shake>Hey</shake>, boy! <b>TEST</b>TEST <i>TEST</i> TEST TEST…
  • I have run some tests and found that your intended movement behaviour won't work currently. You will be able to move up the ladder, but not down. However, I should be able to make necessary changes for this as part of the next update. The workflo…
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