So to be clear: you're using Sprites Unity, then?
If your character is a single sprite, then you'll have to supply a separate full-body talking animation when holding the book.
Sprites Unity is favoured by 2D characters that consist of a single sp…
Welcome to the community, @Kou.
You're referring to Menus that have a "Source" value of "Adventure Creator"? Unity appear to be slowly phasing out their old UI system, and the "AC" source mode involves rendering throu…
And what if you switch back to Adventure Creator source mode?
My offer to receieve the UI package still stands.
You could also consider disabling the object and having a "inactive" graphic underneath it that then shows then the regular o…
Please read the "ActionList parameters" chapter in the Manual as well as this tutorial. Parameters are defined in an ActionList's properties box at the top of their Inspector.
Once you've defined a GameObject parameter, you can insert it…
You would need to change the item's tex variable, not manipulate the Unity UI directly.
However, with UI there is another step involved - apologies for missing it before. Since inventory textures are converted to sprites in UI mode, they are cache…
The number of points on the NavMesh is directly tied to the amount of calculations pathfinding requires. Try to keep your NavMesh as simple as possible, removing unnecessary vertices wherever possible.
If need be, you can split your NavMesh into m…
Thanks for the details, issue recreated.
Can't say what's to blame at this stage, but now that I've got it on my end I'll look into it and let you know.
No problem - the more clearly worded, the better! :)
This is possible through a custom Action, but I agree that this would be a common concern when using profiles so I'll look into writing something officially - likely as an extension to the "…
Changing a character's speech animation is possible, but it depends on what your character's animation engine is. The Dialogue: Play speech Action has animation options for some, but otherwise you can use the Character: Animate Action. If you can …
Thank you - that's very clear. I've recreated it - it seems this is a bug that has become introduced recently, as this hasn't been the case previously. I will work on a fix.
At runtime, the inventory items are copied from the Inventory Manager into a local script - so modifying the manager won't affect the game until you restart.
Replace "inventoryManager" with "runtimeInventory" and it should work.…
Check Pass Hotspot as GameObject parameter? below in the Cursor Manager, and then in each ActionList create a new GameObject parameter.
This will be set to the Hotspot when run, allowing you to display its name with the [paramlabel:X] token.
As in, a certain chapter was beefed up with more detail? Updates generally carry a number of minor tweaks to the Manual, but main changes and additions are included in the changelog. The Manual is then updated in turn to reflect those changes.
To…
You're recording the NPC's local position, as opposed to global - try switching so that you're using world-space co-ordinates.
You can also keep the Marker_NPC in the scene hidden away and simply move it, as opposed to spawning one each time. That…
To clarify: by "skipAction" you mean pressing the "EndCutscene" input?
Your "Object to move" in the Object: Teleport Action is not the same object as the "Character to move" in the Character: Move along path.…
In which version of AC is this all being done?
Generally no - though is this ActionList in the scene or an asset file? As there's still an update in between the AC event and the PM FSM though, that could be causing issues.
I'm still not clear on …
It is - if your Interaction method is set to Choose Interaction Then Hotspot, each icon defined in the Cursor Manager can be assigned an "Unhandled interaction".
That should be the OnHotspotSelect event.
You can also assign a Higlight component to the Hotspot that can trigger events when highlighted / unhighlighted. You can uncheck Auto-brighten materials? on the Highlight component to prevent any automati…
ActionLists are comprised of multiple scripts rather than just one - each Action type is its own script file, which you can see listed in the Actions Manager.
For info on how Action scripts are written, see this tutorial. Essentially it's the &quo…