Can't think off the top of my head. What's your scene's pathfinding method?
You can switch quality setting in the Editor at runtime, too, via the Edit -> Project settings -> Quality menu. The features of each quality are shown beneath, so i…
I'm not going to speak for Unity, but Timeline is still very young and missing some key features such as event triggering - which does reduce its usefulness somewhat for the moment.
It doesn't yet, but I'll add it. This is why it's important to explain the core of what you're trying to achieve - as opposed to just asking how to achieve the solution you've decided for it.
Welcome to the community, @deadomen1.
AC's "Sprites Unity Complex" animation engine is the best choice when it comes to using extra animation tools, as it gives you much more control over when/how animations are played. AC takes control …
In that case, it looks like a "Skip first frame when looping animation" option would be beneficial - since you can make cursors only animate when over another item, it would then play frames 2 & 3 of a 3-frame animation.
Whether you h…
First up, is there any kind of manual?
Sure - a sizeable manual can be found in the root Adventure Creator directory, and is also available online.
Secondly, you mentioned the ambience track system in 1.60, I have updated but where do you find thi…
No, that's as intended - and you've solved it correctly. The "Crossfade" option is basically a convenience tool - and whenever something more custom is required, an ActionList to manually turn on/off the relevent Menus should be used.
What is your AC version?
How are your characters animated? Without seeing subtitles, it's not possible to judge if the subtitles are also taking longer, or if it's purely animation-related. If you are using Sprites Unity Complex, check that you d…
What version were you updating from?
That first error sounds like it's coming from TPC.
If you are using "Player Vicinity" for your Hotspot detection, and it was previously working, it sounds like your Player prefab has been altered in s…
Currently there is no similar function that removes all items limited to a certain category, but I'll add one. It can still be done in code, though:
public int categoryToRemoveID;
public void ClearItemsInCategory ()
{
foreach (AC.InvItem item i…
If your Player is spawned at runtime, and survives scene changes themselves, then anything parented to them will also survive the scene change.
The issue will then be to ensure saving/loading works correctly. Though you could go down the road of h…
Version 1.60.1:* Added: The "Character: Change rendering" Action's "New order" and "New layer" fields now support parameters
* Added: When the inventory is modified through script, InventoryBox menu elements are now upd…
What is it you're trying to do, exactly? Inventory cursors should already only animate when over another item / Hotspot.
But rather than changing the isAnimated bool at runtime, try just setting up the "still" cursor as a 1-frame animati…
It'll probably be down to some code return beneath a "return" statement, which means it can't be reached by the compiler. Without seeing the code I can't comment where it would be, but the error should come with line endings that you can …