Version 1.62.3:
Upgrade notes
* If a character’s Motion control field is set to Manual or Just Turning, AC will no longer control the Rigidbody’s gravity settings
* The “Include Inventory items in Hotspot Interaction cycles?” option now has an effe…
The 3D tutorial has been updated for modern Unity and AC versions:
(Image)
The resulting game is essentially the same, but it uses newer workflows and newer interfaces to show the better practices since.
Not completely, I'm afraid - I don't see the cursor in this image. With the white-on-white preview graphic in this image, I'm not sure what the cursor is supposed to look like. Also, because the screen is cropped, I don't know where the centre in …
When setting a PopUp variable's value, you do so by setting it's index number - not the "displayed" value itself.
For your value of 9, which is the 1st entry of 3, you'd set the variable's value to 0. Your PopUp values are all strings, e…
If you're talking about AC-drawn Menus, then the order in which they are listed in the Menu Manager determines their display order. Please see the "Menus overview" chapter of the Manual for more.
By same dimensions, you mean a fixed aspe…
So that error only shows up in Builds?
If that's the case, then inventoryBox is being correctly assigned, so the issue lies with assigning uiButton:
UnityEngine.UI.Button uiButton = inventoryBox.GetUIButtonWithItem(invID);
This requires the chose…
A couple of standalone AC/a:D bridge scripts can be found on the AC wiki here. I agree, however, that using Dialogue System as an intermediate is the best way to go.
Please rely on screenshots and gifs to show issues, rather than builds. If you must, however - I'll need a Mac build.
Showing the issue itself is not enough to diagnose it, however. Please refer to the forum rules regarding the detail to provide.…
Then again, please share details of your character - let's see the components that he's using.
A character will jump if he's considered to be "grounded", and if you didn't modify it after using the Character Wizard then he'll be using a R…
There's a couple of approaches you could take:
1) Use the Object: Add or remove Action to spawn in a PickUp prefab in front of the camera.
PickUps can be rotated around in the way you're looking for, and if you map both the RotateMoveable input to…
If you attach the AdventureCreator/Scripts/Logic/_Collision.cs component to a Collider, you can use the Object: Send message Action to pass "Turn On" and "Turn Off" messages to it.
It might be easier, however, to control the vis…
This is likely a Unity bug, as the Animator's Controller is becoming unset at runtime.
Try assigning the Animator's Controller when the Action runs:
http://pasteall.org/919015/csharp
Again, does this occur when Brain is the character? I'd recommend keeping things as they are if it works with him.
By clipping, you mean the sprites are not correctly showing in the correct order? That's not to do with any NavMesh, but the Sortin…
Yeah, this'll be possible in the next release - albiet via code.
It'll essentially involve assigning, through script, a Container to a MenuInventoryBox element to override whatever is considered the "active" Container. To have two open a…
Welcome to the community, @coderboy.
Which version of AC are you using? An issue like this was recently addresssed - so please update to the latest if not already.
If this is occuring with the latest version, what's your Unity version, and what a…