Please note that the tutorials are not intended as an introduction to scripting itself - just how to use scripting principles with AC.
Yes - "_id" is the expected integer. If you were getting the Boolean variable with an ID of 2, the cod…
The speech variable should be assigned to the duplicated menu on creation. It works fine for me, so I can't see why it wouldn't be for you.
Try this: open Menu.cs, and find the method SetSpeech (around line 2714). Just above the line "speech…
To avoid other games (such as the demos) from being affected by the process, AC won't deal with all ActionList assets found in the Assets folder. It'll instead comb through your scene / Managers etc to find references to ActionList assets that are …
Welcome to the community, @ashwinFEC.
Thank you for pointing this out. While in most cases this is actually fine (due to only being related to Editors etc), it is indeed best practice to use approximations. I shall remedy this in the next release.
Welcome to the community, @Omer.
Indeed - this is a technical support forum for Adventure Creator. General Unity questions can be posted on the official Unity forums.
Problems being what, exactly? It's not clear if you're having trouble with AC itself, or as a result of changes made by your programmer.
Does the feature work if you try it out in a fresh AC project, separate from your main? The current update is…
The image link box already includes the "http", which you need to remove when paste a complete link. You can also just post the URL as plain text.
My hunch is that this occurs because the Speech Manager does not currently scan the "…
If you're using a separate DialogOption list to handle each option's interaction, then you need to set the When finished field to Run Other Conversation in the Conversation's Inspector.
The alternative is to enable Override options? in the Conversa…
For use with the mouse, CursorHorizontal and CursorVertical should be defined the same as the default "Mouse X" and "Mouse Y" inputs.
You also need to set your Movement method to First Person to make use of free-aiming - since t…
We've yet to find out, but that is what's happening. There is one there, somewhere, being called.
Let's try a new Debug log statement that runs whenever a new ActionList is called - it may help reveal that some unintended list is being run. Insid…
I don't know how it works, but it sounds like it's still active, somehow.
It could be related to the fact that FPS camera movement works by spinning the player, and pitching the camera - so the FPS camera itself is only supposed to move up/down.
I…
Both scene-based ActionLists (e.g. Cutscenes) and ActionList asset files can be run via script by invoking their Interact() method - see the "Interaction scripting" chapter of the Manual.
public AC.Cutsene myCutscene;
public AC.ActionList…
It's not yet as powerful as I'd hoped, but can be useful when you know what it can do. AC can also dynamically re-map object bindings via its Engine: Control timeline Action.
IIRC it wasn't a simple fix, and affected a number of scripts - so I don't think it's something that can be easily applied to a past release. I shall check this for you, however.
What's the initial state, that you can free-aim, or is the cursor locked?
Is Lock cursor in screen's centre when game begins? checked in the Settings Manager?
I consider this a bug, so will work on a fix.
So far as having a response if the player tries to remove an item they cannot, I will also introduce a new custom event "OnContainerRemoveFail", which can be used to hook custom code (to e.g. …