That sounds like an issue with your Animator rather than AC - are there any references to AC scripts beneath the first line of the Console message?
As this issue seems to concern both the Animator and AC's control over parameters, the first thing t…
See the end of the "Extracing phonemes" section in the Manual's Lip Syncing chapter: RogoLipSync files should rename .asset files - only Papagayo, Pamela and SAPI files need to be renamed to .txt.
If you already tried it with .asset, did …
See the list of Available inputs in your Settings Manager, as well the "Input descriptions" chapter of the Manual. There's no need to use "ToggleRun" - the "Run" input can be used as both a button and an axis, and will…
The StateHandler having a larger CPU than others is to be expected, as it is used to call all of AC's Update etc calls manually, so as to do without the performance hit of each AC script having its own Update/LateUpdate etc.
Have you expanded the P…
See the "Performance and optimisation" chapter of the Manual, specifically the end of point 2.
Basically, you want to move any Resources files required by save games into subfolders. If you have none for a given type, create a "dumm…
The Conversation Inspector allows you to define an ActionList (DialogOption or ActionList asset) for each option.
It's often easier to check Override options? in the Dialogue: Start conversation Action, as that allows you to do without separate lis…
You can use the same image as the icon if you like. That would remove the need for the second property / Resources stuff:
if (KickStarter.runtimeInventory.hoverItem != null)
{
string blurb = KickStarter.runtimeInventory.hoverItem.GetProperty (0)…
You didn't mention this was for unhandled inventory interactions. Yes, for that you can't assign a "Player Action" field.
However, you can separate the response into two ActionList assets. The first causes the player to move to the give…
AC already records what options have been previously chosen - see OptionHasBeenChosen in the scripting guide.
I should be able to include this as a feature / function in the next update. It will, however, only be available for Conversations that u…
What's the Source value in the Menu's properties?
If Adventure Creator, you can adjust the Text size slider in the MenuInventoryBox element's properties. Otherwise, you can modify the Text component's Font Size value.
AssignBoolean returns an BoolValue enum, which has the values True or False. Make newState a BoolValue type, and use an enum to expose its value in the GUI:
newState = (BoolValue) EditorGUILayout.EnumPopup ("Value:", newState);
1) If you're having trouble hosting it, you can email me at hello@adventurecreator.org and send it as an attachment. As the package file doesn't need to include AC itself, it should only be a few kb in size.
2) As the first tutorial states, you us…
The "super-accurate" mode will complicate things since it basically lerps the character to their exact destination regardless of direction, which may be the cause of some of the strange values. I'd recommend disabling it for the moment.
…
Once you've defined the "Blurb" property in the "Properties" tab of the Inventory Manager, go bac to the "Items" tab. When editing a given item, you can set the values of any defined properties for it.
The script does…
What have you got so far? When you opt to display Hotspot icons, you can choose whether it shows a standard icon for all, or the Hotspot's given Use icon.
Bear in mind that Hotspot icons are for display purposes only - you don't interact with them…
The camera looks fine. You can check by creating a new scene with a regular Unity camera (nothing AC in there) and placing your graphics in the scene.
It does look like your default quality settings for WebGL are are on good though - I think green…
You'll certainly need coding for it, but it'll be easier to use a Unity UI-based Menu because it can more easily be scripted.
Start by creating Inventory properties to store the blurb text - see the "Inventory properties" chapter of the M…
If it's using touch screen / hotspot detectors, is it really the cursor you're looking to change or an icon to appear over the Hotspot?
Hotspot icons can be made to show when a Hotspot is selected / highlighted. Have you played with the "Disp…