Welcome to the community, @samfozz.
Any Collider on the Draggable object will react to mouse clicks if it is on the Default layer. If you want to have the door react to physics but not to the mouse, place it as a separate child object on the Ignor…
The additional error should only appear if "auto-name" is checked.
Try using the 3D Demo as I did above:* Load the 3D Demo via the link in the top toolbar
* Drag TinPot (from /AdventureCreator/Demo/Resources) into the scene Hierarchy
* At…
Welcome to the community, @stereospell.
Indeed, that's the correct setting to change through script. What you'll want to do is make use of the OnGrabMoveable custom event. Custom events are a way of hooking custom code up to common AC events - in…
That error would suggest you've somehow gotten a "null" element. What version of AC are you using, and in what version of Unity? Unfortunately it looks like you'll have to delete the Menu and start again, though I'd like to know how that…
Welcome to the community, @bvandiviere.
I can't see the PolygonCollider of your "TreeHole" object - is it surrounding the base of the tree, and entirely within the boundary of the main NavMesh?
The Inspector and Scene Manager look fine, …
Though they're not pathfinding, they're still on a very simple path of just one node - their destination. When the NavMesh is reset, all moving characters have their paths reset.
It's a pretty rare instance that this would occur, but I'll see if i…
You must attach the appropriate "Remember" component to any object whose data you want saving. For example, to save the visibility of a sprite that becomes invisible when the item is picked up, attach the "Remember Visibility" c…
I'm afraid I can't recreate - if I import both, enable RogoLipSync in AC's Speech Manager and manually drag the "Gettysburg" asset into one of the Player's speech lines, it doesn't throw an error when the line is played in-game.
If you ch…
If you define a "Turn float" parameter and list it in your Player's Inspector, then it'll take a value of +1 when turning clockwise, and -1 when anticlockwise. Bear in mind that this is only the case when idle, so you'd want to have "…
Apologies - no, it doesn't read that if using Keyboard Or Controller input.
In that mode, the cursor is translated using the CursorHorizontal / CursorVertical input axes, rather than taking a specific point on the screen. Are those the inputs you'…
If you rely on Audio Mixer Groups (see the "Sounds" chapter of the Manual), then you can add Audio Mixer Snapshots to control effects like low-pass filter. The Sound: Set Mixer snapshot Action can then be used in-game to control which sna…
What are your version numbers for AC and Unity?
Try loading up the 3D Demo from the top toolbar, but set the Movement method to Direct. Does Run work as expected there, once the intro has finished?
Welcome to the community, @Akinoba.
Further options are certainly possible, though as there's no end to what users would need AC takes the approach of allowing users to add their own with simple scripting. A tutorial on creating a "screen res…
1. You can skip any ActionList marked as "Is skippable?" by invoking the "EndCutscene" input - see "Skipping Cutscenes" in the Manual.
2. When relying on separate DialogOption lists, the behaviour at the end of a list …
Which delegates, exactly?
Unity UI relies on the system cursor unless you write a custom EventSystem to read another position, but AC Menus rely on AC's internal mouse position. This can be overridden with the InputMousePosition delegate.
IIRC you can switch Cinemachine cameras by enabling the new one and disabling the old one.
You could feasibly do this with animations (and then controlling animation playback with the Object: Animate Action), but if you have coding knowledge you co…