As AC's elements are not designed to work with Video Players, I wouldn't advise connecting the UI component to AC. Non-connected component should still be OK to place in AC-connected Canvases, however.
The difference may be that a AC-connected UI …
You'll have to provide more information, or steps to recreate. Let's see some screenshots of the items as listed in the Inventory Manager, as well as the ActionLists involved.
Also, how are combine interactions performed? Via an Interaction menu,…
* when you add several Dialogue Play Speech actions in sequence on an ActionList, those actions work continuously?
The "Play in background?" option in the Dialogue: Play speech Action determines whether they are run instantly or not.
Ha…
You're missing an 's'.
The event is looking for "PlayFootstep", but your method is named "PlayFootsteps".
Also know that AC's "Footstep sounds" component is already written for you to play randomly from a pool of walk…
Sorry - you'll need to use a Unity UI slider to do that.
It is recommended to rely on Unity UI in general, however - with "Adventure Creator" source being more of a prototype step.
You're correct of course about the GetComponent being a no-no. Rest assured it'll be addressed in the next release. I apologise for its presence, but when something like this is spotted I do take the necessary steps to remedy it.
It is not, howev…
What's your character's animation engine? By "isTalking property", do you mean the "Talk bool" parameter defined in your character's Inspector and Animator Controller?
If you're using the "Mecanim" animation engine op…
What about the Console? Does the Warning appear?
How are you calling the "AllEnterRoom" ActionList exactly? Does it work if you instead run it manually by clicking "Run now" in it's Inspector at runtime?
Are you talking about a Unity UI Button or AC Button element? Without seeing the exact code you're running, it's hard to diagnose much.
There are alternatives to the "When turn on/off" ActionLists however - you can use events, which - si…
My own testing found no issue with a scene-based ActionSpeech, but I didn't try assets yet.
My mistake about assets being as simple - ActionListAssets actually hide their Actions sub-assets within them, so in hindsight I don't know how possible it …
Check the Console - you should be getting a Warning message about this, telling you that the "exitRoom" GameObject requires a Constant ID component attached to it.
Normally, these are generated automatically, but for the moment, this part…
Welcome to the community, @JSS.
Which versions of AC and Unity are you using?
Global Variable 1 is a string? A string variable is translatable - provided "Values can be translated?" is checked in its properties. Is this the case, and a…
What about the other Console messages? Where do they show in relation to the above two?
The two new messages are exactly as they should be. I think we could go on forever trying to debug like this, because - like I said - it works for me.
Create…
Welcome to the community, @stustk.
There is indeed an inder-dependency between menus and menu elements, so their relative ordering does have an effect.
Update checks go down the menu stack, so anything you want to be updated last should be at the …
Do you mean an "EventSystem" prefab, or AC's "Custom events" feature?
If you need to make use of your own "EventSystem" object, you can make it a prefab and assign it at the top of the Menu Manager for it to use.