I believe I've recreated this issue - if you post higher-res images I can be more certain, but I think I'm experiencing the same problem now.
Certainly the item shouldn't be getting de-selected if no graphic is assigned - I'll investigate further an…
I believe I've recreated this issue - if you post higher-res images I can be more certain, but I think I'm experiencing the same problem now.
Certainly the item shouldn't be getting de-selected if no graphic is assigned - I'll investigate further an…
I'll need a few more pieces of info in order to recreate the issue:
* AC / Unity version numbers
* Are you using Software or Hardware cursor rendering?
* Is your Inventory menu rendered with Adventure Creator or Unity UI?
I apologise for your frustration. I shall do my best to recreate the problem. It does sound like a bug, and once I get to the bottom of it I will address as appropriate.
The images are, however, indeed too small to read properly from. Images sho…
Which AC version are you working with? The latest should cause Console messages to display regardless of that option, provided your game is not running at the time.
Welcome to the community, @fffff.
Have you assigned the RectTransform boundary field in your Menu's properties? That's used by AC to determine if the cursor has "left the Menu", so if that's improperly configured it will turn itself off …
In which AC/Unity versions, and what are the Appear type and Transition type settings of the Menus in question?
If set to During Gameplay, then the Menus will turn off whenever the game runs a gameplay-blocking ActionList - even if that ActionList …
During the Conversation, as in when the dialogue options are display on-screen?
I am experimenting with that functionality as part of v1.64. It's official inclusion depends on the success of tests, so if you would like to test it then please PM me …
Actually, I think the workaround may be simpler than that. In SpeechManager's GetEmptyID method, try removing the line:
if (lastEntry > maxID)
So that maxID is always set as the highest-assigned ID number, regardless of what's come before it. D…
You might be using AC Actions, but you haven't said how. What Actions exactly are you running, and when is the ActionList in question called? Where is the ParticleSystem attached, and what are it's properties? I'm afraid there are not enough deta…
If you're using your own ScriptableObject to store variables, you'll need to also handle the saving/loading yourself - it's not going to work automatically. Instead of relying on a ScriptableObject, I'd recommend reading/writing to the PlayerPrefs …
There's two ways to do it, and you first have to select which method via the Inspector's Play sounds field.
The default option is Via Animation Events, which means you call the PlayFootstep method through events attached to your animations - see An…
The Actions Manager can be used to find all instances of a given Action either in the scene, or project-wide. A script could be written to make modifications if necessary, but if it'd be worth it depends on how many such Actions need changing.
Not with standard AC, but you could do it easily enough with a custom script. There's plenty of examples on the Unity forums on how to check for double-keypresses, and once triggered you can modify your player's animator with:
AC.KickStarter.player…
Clicking the ProfilesList element will select it by default - you don't need to use the Save: Manage profiles Action to do so. This'll be the case if Switch profile when click? is checked in the ProfilesList's properties.
However, if you want more …
Is your jump animation overriding the Y position? Sometimes an animation can affect a character's height changes - have a look inside the Animation tab of the imported model's Inspector.
Playing with the Mass value should affect things, but you can…
The "Footstep sounds" component provides more control over sound playback than the simple method of assigning audio clips directly in the Player/NPC Inspectors.
With this method, you can use the dedicated Sound: Change footsteps Action to …