Thanks for posting!
AC does actually already have a "Light Switch" script - see Section 8.7 of the Manual. In general it's better practice IMO to disable individual components rather than GameObjects. Another way to achieve this is to u…
About the delayed removal of interaction menus: actually I was over-thinking it. If you set the Menu's Transition type to Custom Animation, then you can have an animation play by suppying clips of the names that then show.
When an Interaction menu…
Welcome to the community, @aszx90204.
Certainly a complex problem - I hope you're familar already with the Hotspots, Interactions and Inventory systems.
Thanks for the video, but there are some questions that the video doesn't answer. For example…
I apologise for the trouble so close to your game's release. It was a necessary fix, and I agree that the warning should be more specific.
However, it should be that the warning can be ignored if you aren't changing the parameters of the ActionLis…
Single 'Use' interaction is a way of emulating the Context Sensitive interaction method when you use a method that normally involves multiple interactions (Choose Interaction Then Hotspot or Choose Hotspot Then Interaction).
If your game is all abo…
You might be able to do it by creating another String variable just for the "0", and have it change from "" (nothing) to "0" when the seconds value is less than 10.
Please try to post separate issues in separate threads - it makes it easier for other users searching for answers to similar problems.
Dialogue option numbers can be disabled by unchecking Prefix with index numbers? in the DialogList elements prope…
This is more down to Unity rather than AC.
AC supports scene-preloading when using the Scene: Switch Action while Load scenes asynchronously? is checked. However, IIRC Unity unloads previously-preloaded scenes when a new request is made. This is …
ToggleRun is a valid input button, but only for Direct movement.
If you are using Point And Click movement, then you need to create an Active Input that checks the state of a boolean Variable, toggles its value, and then uses the Player: Constrain …
Using Unity UI as your Menu's Source will always give you better control, but both of AC's options regarding Menu rendering rely on Unity's own systems - so any workaround will have to be on the Unity side of things.
Unity have recently made Text M…
The NavMesh should have vertices only around the edges where possible - without seeing the mesh for myself I can't tell how it's made. It shouldn't have issues like the ones in the video though, so feel free to send it to me - it'll probably be eas…
In that case, I'm inclined to think it may be a platform/Unity issue, since the angle parameter shouldn't be changing wildly like that.
What Unity version are you using?
A couple of ideas:
1) Try using the Direction integer parameter, instead of t…
If you're looking for the code that the Arrow Prompts use, it's at the bottom of the ArrowPromptsEditor script. You'll need to adapt it into your own Editor script for your new component - see this tutorial.
Yes - through the Hotspot's RunUseInteraction method.
See the "Custom interaction systems" chapter in the Manual for more on running interactions through script.
It should be appearing right underneath the "Only show items referenced in Interactions?" toggle.
Did you import the complete package? What version is shown when you go to "Adventure Creator -> About" in the top toolbar?
Such a feature would have to come from Unity itself, since AC leverages Unity's collider system - but I don't believe this is possible, and rebuilding / reshaping a collider every frame would incur a massive performance cost.
You may, however, be a…