It's not a behaviour I can recreate. What's your AC version number, and what is the exact chain of Actions surrounding this?
It's not clear from the gif if it's appearing in the wrong position before or after it's shown properly.
You could try add…
The Scripting Guide describes all available public functions and variables in AC's API. The entry on the Conversation component is here.
Conversation myConversation;myConversation.options[0].hasBeenChosen = false;
Where "0" is the index …
There's no need for an override script - defining "InteractionA" should be enough to interact with Hotspots. You can remove the default click functionality in the Settings Manager.
If you're having trouble with your player character, try …
Backing up first, try importing /AdventureCreator/Scripts/Menu/Menu classes/MenuInput.cs from the latest release and updating the AC_InputType enum in Enums.cs to:
public enum AC_InputType { AlphaNumeric, NumbericOnly, AllowSpecialCharacters };
In script, you'd use what you already are: GetLastGameplayCamera()
If using Actions, you should just be able to check Return to last gameplay? - no need to explicitly tell it which.
If you do want to use script to record the last-gameplay camera, ju…
I am able to see the error appear, but it has no apparent effect so far as I can tell - both the animation playback and agent movement work as expected in my case.
In addition to answer to the questions above, please try to provide steps for the pro…
For now, I'd recommend leaving the character in the scene file in that case.
Where is your NavMesh in relation to the origin of the scene?
The animation issue may be Unity related. What's the state of the Animator at this time, and are you getting …
The limit-by-category option is not currently available for that inventory box type. I shall see if that can be changed, however.
For the main issue: could you post your full Settings Manager? I will need to attempt a recreation.
If you want to keep the size of the code down, you can have the camera-switching done via regular Camera: Switch Actions and simply run the ActionLists through script by invoking their Interact() methods.
I'm afraid I don't follow what you mean by &…
Don't worry, the solution is much simpler. If a Collider is on the same layer as Hotspots (by default, "Default"), but has no Hotspot component, then it'll block mouse Raycasts to anything behind it.
Just place down a CollisionCube over t…
The menu properties you've posted are for an AC menu, but the Button on-screen is a Unity UI one - so the two are not related.
Check your Hierarchy for the Button - is the object only present in the Hierarchy at runtime, or is it in the scene file? …
Welcome to the community, @Keks.
1. How much is AC customizable? Can you mix it with basic Unity functions/features?
Certainly. While AC can be used "on its own" to create an adventure game, it doesn't try to fight or control or compete…
I would definitely do some testing in a fresh project if you're looking to change over to UFPS, but importing it first is just a convenience.
As UFPS is classified as a "Complete Project" on the Asset Store, it'll overwrite your Inputs, Ta…
Which version are you using? The current release has a third Allow Special Characters option.
It's also the case that the Input type field is only available for Menus rendered with Adventure Creator. If you switch to Unity UI, the constraints of w…
Which version were you upgrading from, and in which version of Unity?
You've posted screenshots of the Interactions that the Hotspots run, but not the Hotspots themselves. What is the state of the problematic Hotspots? Do they reference their asso…
If you're looking to disable/override NPC behaviour when off-screen, it might be better to have a script that changes their Motion control field to Manual when in that situation, and back to Automatic when on-screen again:
* myNPC.motionControl = Mo…
Official Unity 4 support ended with v1.57b. What was the exact error message you got? The prefabs etc won't import, but you may fare better just importing the scripts.
In a backup/test project, try importing the Scripts folder of the latest releas…
Having the same ID used in multiple scenes is actually something that the user can benefit from - see this tutorial.
When loading save games, AC does do a "scene check" when searching for a component with a given ID - which should prevent…