At the top of MainCamera.cs and MainCameraEditor.cs, find the line:
#if !UNITY_5_0 && (UNITY_5 || UNITY_2017) && (UNITY_STANDALONE || UNITY_ANDROID || UNITY_IOS)
Replace it with:
#if !UNITY_5_0 && (UNITY_5 || UNITY_2017) &…
It should be possible if your Menus are rendered using Unity UI. This is a case of setting a Menu's Source field to Unity Ui Prefab and connecting it to a UI canvas prefab (see the Manual as well as this tutorial).
The steps to actually apply came…
It's in the Inventory Manager, underneath the "Can carry multiple" option.
Check the "Upgrade notes" for all versions since the last you were using - they will tell you of any changes you need to be aware of that may affect your…
This has been covered a few times on the forum already. See if these threads help get you going in the right direction:
http://www.adventurecreator.org/forum/discussion/6272/create-puzzle
http://www.adventurecreator.org/forum/discussion/5145/puzzl…
If you're using the latest version of AC, then setting the "Motion control" to anything other than "Automatic" will disable AC's jumping functionality. Therefore, I suspect that this will be a glitch with the Unity controller.
…
So what is the problem, exactly? That the rotation is incorrect?
If you attach a Moveable component to the object you want the player to hold, then you can use the Object: Transform Action afterwards to set the rotation to whatever you need.
The …
1. A new Conversation is required if you want to display a new set of options, but it's not complex. Option labels can all be defined in the Conversation Inspector, but the logic handling for the entire dialogue tree all set within a single ActionL…
For a map to appear on top of the existing scene, there are three ways you could do it. In order of complexity (recommended method first):
1) Create your map in a Menu using the Menu Manager, and make a Button each clickable location. Clicking a …
Have you modified the Sound object in your scene?
When that option is unchecked, the audio should play so long as the previous time has completed. How long is the AudioClip you're trying to play?
The (is loading) text in the Hierarchy is part of Unity and I'm not privvy to its inner workings. However, checking "Preload only" in the Scene: Switch Action won't switch the scene once the preloading is complete.
Another Scene: Switch …
The Character: Hold object Action can be used to parent an object to their hand bone transform. You must also, however, define that bone transform in the character's Inspector. The included 3D Demo game's player, Tin Pot, is provided as a practica…
With things like optional icons, etc, I feel managing option labels within the Dialogue: Start conversation Action would add more clutter than its worth - but if you just want a Conversation to show labels it's not too much trouble to just create a …
I've done some testing, but I can't experience any such problem. What's our Menu's "Appear type" set to?
Also, if you switch your Menu Manager asset file to the Demo game's (Demo_MenuManager) and switch the demo's Inventory menu's Source…
Yes, I've updated the integration script.
The Console errors would be due to the "Speed" and "Jump" parameter names being listed in your NPC component's "Mecanim parameters" panel.
These are used to tell AC which para…
Are you assigning a global AudioClip in the Speech Manager, or a per-character one in your character Inspectors?
Unless you check Play audio on every letter? in the Speech Manager, then it'll only play when the current sound has finished - so a sou…
AFAIK, it's only possible to preload one scene at a time. If you preload 2 scenes, the first will be forgotten.
General Unity questions are best asked on the Unity forums, however.
Welcome to the community, @zengusan.
You haven't said how many such branches your tree will have, but in general it's actually easier to rely on separate Conversations for each "set" of available options - because otherwise you'd have to …