Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,322
Last Active
Roles
Administrator

Comments

  • Repositionable arrow prompts will be available in the upcoming 1.60.3 update.
  • I'm working on having it on a sale this year, but it won't be the black friday one.  Please be aware that it is also a decision that Unity makes, so it's not done entirely to me.
  • Could well be a bug, but I'll have to look into it further.  Thanks for the screenshots - I'll let you know if I need any more information.
  • Thanks for the report, but I'm afraid I can't recreate it - the player moves after following the steps you've given.  Which AC version are you using?
  • There's no mention in these screens of your JS scripts - I'm assuming they're referenced in the "pianorecord" ActionList? Again you should be using C# if you want to use scripts in conjunction with AC.  You say the AC side of things is wo…
  • AC doesn't do any rendering of its own - it just makes use of Unity's own render system.  Any graphical glitch like that will be down to Unity or the way the sprite is being imported.  It looks like the frames in the lower-left don't have transparen…
  • It is possible to reset which player is active with the AC.KickStarter.ResetPlayer function, but the supplied Player parameter is a prefab that will get spawned - so probably not appropriate here. Is the Player you're adding to through script (be…
  • Welcome to the community, @kole90. It is not necessary to use the Camera: Switch Actions, but you must instead use the SetGameCamera function - as opposed to manually amending each camera's enabled state: AC.KickStarter.mainCamera.SetGameCamera (c…
  • This can generally be done by having an 'empty slot' graphic placed behind the UI button.  When an slot is empty, the button's texture will be made null - so the empty slot graphic will then be visible behind it.
  • The Player doesn't necessarily need to be spawned when the game begins - if you need to, you can still have it present in the scene file so that you can reference it with scene-based Actions. However, you can still affect the prefab by using Action…
  • What's the NPC's "Animation engine", and in what version of AC? The Actions look fine, but there are many others that surround it - perhaps one that runs afterwards cancels it.  Try testing the two animation Actions in a separate Cutscene…
  • Let's see what your Menu Button's properties look like.  Know that the Active Input's Available when game is field will have to match up with the state of the game when the Menu in question is open. For example, if the Menu pauses the game, the Act…
  • Please answer questions fully so that we can more fully determine the cause of this issue.  We must first determine if this is an issue with your 2D Demo or not, so that we can isolate the cause.
  • I understand the frustration, but I'm undecided about this.  Increasing the number of token variants also increases the chance of unwanted replacement. How many such occurences do you have?  Be aware that you can also copy the correct token text to…
  • When sent from a Hotspot - only the Hotspot itself can be passed automatically as a GameObject parameter. For full control over what parameters are set as, you would have to set an ActionList for each key.  Note that you do not need to set all para…
  • What Manager fields are you looking to change, exactly? If changing fields is necessary at runtime, it's always best to amend those fields through script rather than change the Manager assets themselves.  The code to reference any Manager field can…
  • Without seeing the code I can't really comment on it, but you should always rely on C# instead of JS when you want to communicate with AC, as that is what AC is written in.  However, AC is already equipped to detect input and simulate it when a menu…
  • That would depend on whether or not your AdventureCreator subfolder is set up to be included in the sharing.  If not, they will have to update separately.  However, while determining if the issue resolved in the latest release, I would again recomme…
  • Game logic is not limited to being placed in scenes by any means - ActionList assets can be created that can be run from any scene.  Indeed, these are necessary for things like inventory item responses and menu logic, which can be used at any time. …
  • Glad to hear, and thanks for posting!  Which Unity version are you now using?  It may be that this is an issue that Unity can address in a later release.
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.