Each Hotspot has a "Single-use interaction?" option which allows it to behave like Context Sensitive mode (i.e. one click to use). The 2D Demo uses this for the exit left/right Hotspots to the side of the scene.
In what version of AC are you working?
The 3D tutorial relies on Choose Hotspot Then Interaction mode, which is set in the Settings Manager's Interaction method field. The 3D Demo game, and default Managers, rely on Context Sensitive mode - which …
Without knowing what the code is, I can't say - please share it so we can check.
Are any other variable types not saving either? Are you switching between scenes using AC's Scene: Switch Action, or by custom script?
How about the save system? If…
Please always give AC and Unity versions when posting.
Any "During Gameplay" menu should disappear only when gameplay is interrupted - and this will be the case even if a gameplay-blocking ActionList runs only for a frame.
If you check L…
Unless this is to be a sub-menu within a larger Interaction menu, I'm not sure of the need to rely on Conversations, since choosing from a list of icons is what "Choose Hotspot Then Interaction" mode is all about.
What's the difference (i…
Welcome to the community, @yaffa.
It is possible to have a speech line display on-screen indefinitely by use of the [hold] token - see the "Text tokens" chapter of the Manual.
However, as AC still places each line in its own menu, I susp…
Perhaps due to a change in Unity - what's your version?
It shouldn't matter which way around it is, but it won't do any harm to make the change official.
You'll need to post some images of the player root and sprite child Inspectors for me to be sure, but it may be that your sprite child is not located at the centre of the root object.
Make sure that the Transform of your sprite child has a local po…
But it always give Null Reference Exception when the script is called. Do I need to do:
detectHotspots = something
inventoryManager = something
within Start() ? Please advise me what I should put there.
Actions aren't MonoBehaviours, so they don't …
The default Pause -> Options transition is set to Crossfade, which will turn off all other manually-set Menus.
This is just a convenience option for the default interface, but for full control you can have have the Button run an ActionList asset…
Try this code:
http://pasteall.org/846186/csharp
Attach it to a Cutscene in your scene that has no Actions except for the default. Make a new ActionList asset file that has a single String parameter, and then pass that to speech text using Dialogu…
We will, don't worry.
The error message displays if the number of parameters present in the asset do not match those listed in the ActionList: Run Action.
This normally occurs if you add more parameters to the a…
For what, the character's scale? Not automatically, no - but you could try scaling it manually with the Object: Transform Action. What are the circumstances? Is the character moving at the time? Please provide scr…
The green highlight is an effect set with the default Inventory menu, but only when Adventure Creator is the Source. When using Unity UI, it's down to the Transition field in the Button component to show a change when an item is selected (assigning…