Welcome to the community, @voceradio.
Long loading times with Unity games on mobile platforms isn't an issue only for those made with Adventure Creator, and while I certainly try to keep AC as optimised as possible, there are still considerations t…
That's as it behaves for me. Did you set the Highlight events up properly, and the "Hotspots in vicinity" to "Show All"? Let's see your full Settings Manager and the component Inspectors involved.
The Hotspot: Change interaction Action does this, so you can look inside its script (ActionInteraction.cs) for a practical example.
The Hotspot script stores its "Use" interactions in useButtons, and "Inventory" ones in invButto…
There's two ways to show an interaction's label - either in the Interaction element when the Display type is set to either Icon And Text or Text Only, and in the Hotspot label.
If you're talking about the icon's text, you could do it if your Menu's…
Perhaps some of these questions are best answered by those actively making games using both AC and UFPS, but I'll try to answer what I can as well.
1) Choosing a local player vs spawning one at runtime basically comes down to whether or not your pl…
It exports a CSV file, not a spreadsheet - so it won't have a concept of columns.
However, you can import it into a spreadsheet tool e.g. OpenOffice, and set the column delimieter to "|". This will cause the fields to be properly columni…
Inventory items can be animated when made the active cursor, but not their regular graphic. The regular graphic, however, can be a Render Texture in the latest release. A custom script should be fine swap the Main graphic's actual texture - what w…
What do you mean exactly by them not displaying? They're not listed under the Prefabs panel? The types of prefabs that show are based on your Settings Manager's "Camera perspective" fields. Please share screenshots because I'm really no…
Is the Follow Sorting Map attached to the character's sprite child, and not the root? What does it look like if in the Scene window, if you disable the backgroud sprites?
Try dropping in the 2D Demo's player prefab, Brain2D, into your scene - does…
Is there a better way to achieve this?
Yes - you can get the item's slot directly from the MenuInventoryBox element:
MenuInventoryBox inventoryBox = AC.PlayerMenus.GetElementWithName ("MyInventoryMenu", "MyInventoryBox") as Men…
@Mentoliptus: As Game Editor is dockable, a behaviour of such windows in Unity is that they'll become hidden underneath the main window if you click elsewhere - that may have been what was going on.
Version 1.60.5 brings some attention to Timeline, and some minor tweaks:
Upgrade notes* The RuntimeInventory script’s localItems List is now read-only - the script’s functions can be used to modify the player’s inventory through code
* If a Hotspot…
You will need to provide much more detail - there's not much here to go on.
What is your Input method, and have you modified the vertical input axes in Unity's Input Manager?
In cases like this it's often best to use process-by-elimination to loca…
You need to set the correct "Animation engine" field, which in your case is "Mecanim". Mecanim is the name that Unity were promoting their new "Animator component" system with when it was released. Legacy refers to th…
You haven't shown what those changes are. What exactly are you needing to do to FollowSortingMap / FollowTintMap?
It's likely best to find a way to have custom code written in a separate script and instead reference what's needed in ACs ones. The…