I'm not sure there is a very direct way of doing this with the default actions. But a simple custom script like this should do:
using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class ItemsUponDeath : MonoB…
I generally rely on the "Transform Position" detection method instead, but I think that for the method you're using you need both a rigidbody AND a collider (I haven't tested this, but that's what the mouseover text for that option says). …
Sorry for bumping such an old thread, but I thought I should highlight this is still a Unity issue in Nov 2023, and this thread was a life saver!
I spent a long time today rewriting a script that resizes a scrolling TMPro speech bubble according to…
AC's menu transitions don't communicate with each UI element to play their own individual animations. All they do is trigger the On/Off/OnInstant/OffInstant animations at the appropriate times. If you need to animate individual UI elements, what you…
I didn't, but nothing that creating a branch from an earlier commit didn't solve. Thanks!
In case anyone else is looking for more info: no, a text search is not enough. It finds the backup data in the scene files just fine, but not in the actionlis…
I use timeline to do this! I set up (for example) 3 audio sources, each linked to a different mixer group, and I assign each audio track in the timeline to one of those audio sources. The timeline is used to make sure the tracks are always in sync.
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Sorry, it's been too long! The hidden variable was for a different effect. But I'm pretty sure I dealt with the walk-run issue somewhere in the thread above.
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I was dealing with something similar a while ago:
https://www.adventurecreator.org/forum/discussion/13545/straight-to-cursor-movement-run-threshold#latest
I solved it by using the hidden variable Chris added to PlayerMovement, which can be…
I can't switch at this point in development, but for future games, I'd be very happy to move to Godot if we had both Adventure Creator and Dialogue System in it. I would also consider Unreal, but with Godot we'd be sure this would never happen again.
And if you want more properties, post-processing components, etc. of the attached camera to be used by the MainCamera, you can use something like this:
using UnityEngine;using AC;public class AC_CameraIntegration : MonoBehaviour{ //AC main Camer…
I'm not sure why "Always fit within screen" isn't working. Chris should be able to advise you.
But apologies, for some reason I thought we were talking about speech menus! To click outside the conversation menu to close it, I'd try someth…
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Under the conversation menu options, you can check "Always fit within screen?"
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If I understand you correctly, you just want the menu to disappear when you click anywhere? If so, under the Speech manager options, you can se…
Chris, once you find a solution, would you be able to share the mechanics here before it is implemented? This sounds like a good feature to have, but I can also see how it could mess with how I've customised my saving system, so I'd appreciate the c…
As long as the container game object also has a Remember component (and thus a constant ID assigned to it), you should be able to run AC actions that refer to it in any scene. To set up a check in a different scene, you could create a prefab, drop i…
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This is essentially what I want, and I was previously using the Engine > End Game > Restart Game action for this purpose without any issues. But aesthetically, it looked like this:
(1) Launch game. Camera_1 fades in, profile choice me…
I think I understand where part of the wonky behaviour is coming from (before the script above even comes into play): if you check "Non-default players" and check Talia, and then uncheck "Non-default players", the item will be pl…
I have a setup like this:
Player 0: Talia (Player)
Player 1: (DEFAULT) Main_menu (Player)
The reason for this is that I have a lot of scripts on the Talia prefab that I don't want to initialise until I click "Begin" and switch away from …