Welcome to the community, @eblumrich.
Though AC does aim to make the process of adventure game creation easier, it does require time to understand how it works and to use it. It doesn't "plug" into an existing project easily, and your scr…
See Unity's own animation documentation for info on how to do it - you'll want to attach an Animator component on your root object, and then use the Animation window to create your animations.
However, there's nothing in this question that'…
I can't tell from this - you're cropping the screenshot and not showing the other cutscenes.
Unless you use the ActionList: Run Action with Wait until finish? checked, the ActionList it's called from will not necessarily remain active for its durati…
Defaults are possible - as with any other Hotspot, just set the "Look at" to be your first Use interaction. All the script does is change the active "cursor mode" to the one you specify when hovering over it, if none is currentl…
An issue does currently exist with IK-based head-turning in Unity 2018. What version of AC/Unity are you using? This issue will be addressed in the upcoming v1.65 update.
The 100 is a percentage of the screen height - you can't go beyond it, as AC-sourced Menus cannot be drawn partially off-screen.
Better to switch your Menu to Unity UI, which gives you total control over its style and appearance. See this tutorial …
If you're talking about a GameCamera, its "Spin rotation" panel can be configured to make it look at it's target the whole time, so you could change the target through script / custom Action:
myGameCamera.SwitchTarget (myNewTargetTransform…
Sorry, you're going to have to be more clear than that. What exactly is it you're trying to do - i.e. have what face what?
Screenshots will help to make things clear, if you can provide.
This isn't an AC-specific issue. Though the script you rely on will need to go on AC's MainCamera, it shouldn't have to rely on any AC code.
I would recommend first finding a technique that works outside of AC (i.e. in a test scene with no AC scrip…
If it's useful, it'll go on the wiki - but it's best to keep things in custom scripts that allow for flexibility.
This particular implementation requires it to go on all "exit" Hotspots, but you could just as easily adapt it to read from a…
This'll require some changes to the GameCamera25D script, to allow for the setting of the "active" camera in a separate Editor. I shall include these changes in the next release, and then post a script on the wiki.
The whole point of "Single-use Hotspots" is that it doesn't have other verb interactions!
If you want other reactions to an exit Hotspot, you shouldn't be looking to use the "Single-use Hotspot" option - which means you don't rea…
For what, a Mecanim character?
The "Turn float" parameter is scaled with the "Turn speed", but smoothly - it'll move from zero to its maximum value and then back down again as it nears its target.
How the animation relies on that…
This could also be done with Inventory - since items can be categorised and then limited by category when displayed in Menus.
In the Inventory Manager, create two new categories named "Regular" and "Books". For each of the books…
For anything more involved than a single set of standard idle/walk/talk animations, you should rely on Sprites Unity Complex animation mode, which relies on Animator parameters for your character's animation playback.
What you can then do is plug ad…
I believe I was a little premature in calling this a "quick fix". Problems can arise if an Action is running in the middle of a scene change, but I'll be incorporating a check for this as part of the next update.
I'm also considering addi…