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        <title>Engine development — Adventure Creator forum</title>
        <link>https://adventurecreator.org/forum/</link>
        <pubDate>Thu, 16 Jul 2026 01:47:59 +0000</pubDate>
        <language>en</language>
            <description>Engine development — Adventure Creator forum</description>
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    <item>
        <title>Animated Cursors Broken</title>
        <link>https://adventurecreator.org/forum/discussion/16874/animated-cursors-broken</link>
        <pubDate>Tue, 14 Jul 2026 07:06:09 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Voxxy</dc:creator>
        <guid isPermaLink="false">16874@/forum/discussions</guid>
        <description><![CDATA[<p>Hi! I just updated to the last AC Version, and all my animated cursors don't work anymore.</p>

<p>The console reads "Cannot read texture 'xyz' - it may need to be set to type 'Advanced' and have 'Read/Write Enabled' checked.</p>

<p>That setting is still applied though. The problem only persists in software cursor rendering mode.</p>

<p>What am I missing?</p>
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        </description>
    </item>
    <item>
        <title>Action List Editor - The wish list</title>
        <link>https://adventurecreator.org/forum/discussion/16386/action-list-editor-the-wish-list</link>
        <pubDate>Mon, 27 Oct 2025 23:06:56 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16386@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>I've a few requests/ a wishlist for the ActionList Editor, being a major part of the workflow.<br />
In my opinion, a few tweaks and updates, would provide lots of efficiencies.</p>

<p>Probably ranked in order of usefulness:</p>

<p>1) <strong>Group features:</strong> Ability to rename groups, Add a group comment and collapse/expand a group<br />
2) <strong>Save favourite GROUPS</strong>: so you can recall a whole bunch of actions then just hook in a wire to top and bottom<br />
3) <strong>Stop autoselection text</strong> in an input box. I frequently click on a block of dialogue text to correct a spelling, start typing and realise I've deleted and typed over the whole paragraph. With no UNDO for this i regularly lose work like this.<br />
4) <strong>Actionlist Tabs</strong>: So the actionlist editor window can have tabs (like browser tabs) along the top for named actionslists, meaning you can quickly jump between different actionlists without leaving the editor, and having to hunt down unity objects in a different scene. Ideally with option to close/pin tabs and maybe search for any actionlist project wide.<br />
5) <strong>Rename Favourites</strong>: so you can give recognisable names to your saved favourite actions on the dropdown menu.<br />
6) <strong>Auto arrange selected</strong>: Gives a choice of verticle or horizontal, to again help with neatness of groups, and long lists<br />
7) <strong>Have wire entry/exit options</strong>: Enter the TOP MIDDLE of an action (instead of top left) or allow a choice of left or right or top to bottom wires<br />
8) <strong>Group bounding box</strong> to automatically resize if you expand/collapse actions within it.(it currently only does it when you reselect the group)</p>

<p>I realise the whole list is a lot to ask, but a few of these would really help organise, tidy and speed up working in the editor. As games get bigger, alot of time is spent hunting actionlists, then hunting actions and having to untangle collapsed and messy lists.</p>

<p>It's my Birthday this week - perhaps it could be a gift, or even for christmas <img src="https://adventurecreator.org/forum/resources/emoji/wink.png" title=":wink:" alt=":wink:" height="20" /></p>

<p>Thanks for all the great work<br />
Andi</p>
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        </description>
    </item>
    <item>
        <title>[Bug?] Subtitles breaking with pasted text</title>
        <link>https://adventurecreator.org/forum/discussion/16869/bug-subtitles-breaking-with-pasted-text</link>
        <pubDate>Sat, 11 Jul 2026 09:31:30 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Klabautermann</dc:creator>
        <guid isPermaLink="false">16869@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,<br />
I have a weird issue that somehow destroys the subtitles menu (SubsLineLabel) für some dialogue lines.  Look at this image:</p>

<p><a href="https://1drv.ms/i/c/3dc12eeca7c5ef47/IQQt_k8uxZKCRaV00GvOKpIwAXepBoPdtGQ_8kqRhu8omt4" rel="nofollow">https://1drv.ms/i/c/3dc12eeca7c5ef47/IQQt_k8uxZKCRaV00GvOKpIwAXepBoPdtGQ_8kqRhu8omt4</a></p>

<p>In the game, action (2) produces only a small artifact in the subtitles menu. Action (15) works. But ... I copied the text from (2) over to (15). So they should be completely identical. <br />
Only difference I can find is when I mark the dialogue text with CTRL+A, Action (2) looks a little weird, like it does not get all the text.</p>

<p>I copy text from Word (where I write dialogue) into the AC actions. Most of the lines work. I think about 5 - 10 % of dialogue is affected from this bug. There is no rule, no systematic I can see behind it. Makes it incredibly hard to fix or prevent, because I can only find the issue in play mode, have to write down where it is, and copy+paste the same action in there.</p>

<p>Is this a bug or am I missing something? What would you need to replicate this?</p>

<p>My subitles menu is pretty much untouched. AC menu, center low position, aligned, automatic resize. Works flawless most of the time.</p>
]]>
        </description>
    </item>
    <item>
        <title>Feature Request: Pull through animclips from player</title>
        <link>https://adventurecreator.org/forum/discussion/16862/feature-request-pull-through-animclips-from-player</link>
        <pubDate>Thu, 09 Jul 2026 16:59:09 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16862@/forum/discussions</guid>
        <description><![CDATA[<p>In the Character &gt; animate action, if is player? is selected, it would be lovely if AC could pull through the list of custom clip names from the players animator controller.</p>

<p>This would save loads of time, when your player character has lots of custom animations, and saves hunting down the animator controller to try and remember what the specific animclip is named, to then type it manually.</p>

<p>fingers crossed this might make it in to an update at some point, if it's possible</p>
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        </description>
    </item>
    <item>
        <title>Action List: Check Parameter breaks link on Play Mode</title>
        <link>https://adventurecreator.org/forum/discussion/16861/action-list-check-parameter-breaks-link-on-play-mode</link>
        <pubDate>Sun, 05 Jul 2026 22:53:19 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Adventure4Life</dc:creator>
        <guid isPermaLink="false">16861@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>I've updated Adventure Creator to v1.86.4, and I've noticed that all <em>Check Parameter</em> ActionLists lose their links <strong>if they are collapsed</strong> when entering Play Mode.</p>

<p>Specifically, the connections to both <em>Condition is met</em> and <em>Condition is not met</em> are broken.</p>

<p>The issue also occurs with newly created ActionLists.</p>

<p>Unity version: 6000.3.19f1</p>
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        </description>
    </item>
    <item>
        <title>Documents vs Journals</title>
        <link>https://adventurecreator.org/forum/discussion/16858/documents-vs-journals</link>
        <pubDate>Fri, 03 Jul 2026 10:46:45 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Klabautermann</dc:creator>
        <guid isPermaLink="false">16858@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,<br />
I've been working on a quest log system and hit some confusion in how Journals and Documents relate to each other.</p>

<p>Overlap:<br />
Journals and Documents solve similar problems but with different constraints that make it hard to know which to use:<br />
Documents are the right place for pre-authored, localisable, Speech Manager registered content — but they're static, you can't add or modify pages at runtime<br />
Journals support runtime page addition via ActionList — but their content is defined inside Menu elements, meaning content lives in the UI layer rather than in a content/data layer<br />
The "Display Active Document" and "Display Existing Journal" options on Journal elements create a confusing indirect reference chain.</p>

<p>Content Pipeline:<br />
Because Journal pages are authored inside the Menu Manager (if not added via actionlist), content and UI are entangled. There's no clean separation between "what the text says" and "how it's displayed." I write within the menu system rather than in a dedicated content layer.<br />
Documents solve that separation cleanly, but lose runtime flexibility. Journals have runtime flexibility but put content in the wrong place.</p>

<p>Solution:<br />
A unified system where all text content lives in a data layer — like documents are handled currently — separate from menus entirely. Even pages added via actionlist could be collected there for better overview (optional). <br />
Runtime addition and modification of pages is possible via ActionList on any content asset, not just Journals (because the distinction between them is somewhat artificial anyway)<br />
A single menu element type handles display of this content.</p>

<p>I totally get where you are coming from with these systems - from how classic adventure games work. But on a systems level, I think a unified system would be much easier to work with.</p>
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        </description>
    </item>
    <item>
        <title>Scam bots on Discord server</title>
        <link>https://adventurecreator.org/forum/discussion/16856/scam-bots-on-discord-server</link>
        <pubDate>Sat, 27 Jun 2026 19:44:24 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Cheo</dc:creator>
        <guid isPermaLink="false">16856@/forum/discussions</guid>
        <description><![CDATA[<p>Hello, the Adventure Creator seems to have been left without basic protections for years now, and <a href="https://adventurecreator.org/forum/profile/everyone" rel="nofollow">@everyone</a> pings from scammer bots have been quite recurrent these last days. <a href="https://adventurecreator.org/forum/profile/ChrisIceBox" rel="nofollow">@ChrisIceBox</a> Allow me to ping you directly about this, as much as I understand the forum being the only official discussion and support platform for Adventure Creator, it is not acceptable for the discord server of such a popular asset to not have some minimal safety and moderation setup.</p>
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        </description>
    </item>
    <item>
        <title>Input method change persists after Play mode</title>
        <link>https://adventurecreator.org/forum/discussion/16853/input-method-change-persists-after-play-mode</link>
        <pubDate>Thu, 25 Jun 2026 11:58:26 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>AppDevGuy</dc:creator>
        <guid isPermaLink="false">16853@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris, as always thanks for the continued development of AC.</p>

<p>I have noticed an issue - Unity 6.3 (17f1), AC 1.86.3, new Input System</p>

<p>The game I'm developing targets Android and iOS (for now) and therefore... <br />
Settings menu &gt; Interface &gt; Input method: "Touch Screen"</p>

<p>When I enter Play mode in the editor and start to interact the input method switches to "Mouse And Keyboard", which makes sense. However, when I exit play mode it persists as "Mouse And Keyboard", rather than returning to "Touch Screen".</p>

<p>It's a minor bug but one that could easily cause issues if it slips through to a production build. I only noticed because of my physical device behaving differently to the editor during testing. Thanks.</p>
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    </item>
    <item>
        <title>Can't control Inventory with Direct Navigation after select a item</title>
        <link>https://adventurecreator.org/forum/discussion/16817/cant-control-inventory-with-direct-navigation-after-select-a-item</link>
        <pubDate>Mon, 25 May 2026 14:50:13 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>johnnyahrens</dc:creator>
        <guid isPermaLink="false">16817@/forum/discussions</guid>
        <description><![CDATA[<p>Hello Chris,</p>

<p>I have a strange behaviour in my game inventory. The inventory is controled with keyboard or gamepad (Direct Navigation) and dont have the Left and Right arrows because it will be limited to 6 itens.</p>

<p>The problem is that when i call the menu and the first item is selected i can navigate and select a item with "IteractionA" button (see the inventory box on the top of the screen added for debug with the name of the selected item) but the FIRST time that i select a item the game lose control of the inventory i can't navigate the itens anymore (vide video in 00:09), after that if i close the menu and call it again i have no problem selecting a item and navigating afterwards.</p>

<p>The same thing happens on the FIRST time that i deselect a item with "IteractionB" (vide video in 00:29).</p>

<p>After the FIRST select and deselect the problem never happens again.<br />
I would apreciate any help. Thanks.</p>

<p><a rel="nofollow" href="https://drive.google.com/file/d/18fCtzXXijaJ-AIeoaFCKTb3Imduh1Wdr/view?usp=drive_link" title="https://drive.google.com/file/d/18fCtzXXijaJ-AIeoaFCKTb3Imduh1Wdr/view?usp=drive_link">https://drive.google.com/file/d/18fCtzXXijaJ-AIeoaFCKTb3Imduh1Wdr/view?usp=drive_link</a></p>

<p><a rel="nofollow" href="https://imgur.com/hqZ6h4L" title="https://imgur.com/hqZ6h4L">https://imgur.com/hqZ6h4L</a><br />
<a rel="nofollow" href="https://imgur.com/AbJ3V7e" title="https://imgur.com/AbJ3V7e">https://imgur.com/AbJ3V7e</a></p>
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    </item>
    <item>
        <title>Drag &amp; Drop Menu Element</title>
        <link>https://adventurecreator.org/forum/discussion/16822/drag-drop-menu-element</link>
        <pubDate>Wed, 27 May 2026 20:49:39 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>jeanini</dc:creator>
        <guid isPermaLink="false">16822@/forum/discussions</guid>
        <description><![CDATA[<p>Is it conceivable to make the elements present in the Menu category drag and drop? It would be easier to organize the menus among themselves.</p>
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    </item>
    <item>
        <title>2D First Person Sprite Variables</title>
        <link>https://adventurecreator.org/forum/discussion/16809/2d-first-person-sprite-variables</link>
        <pubDate>Wed, 20 May 2026 06:52:19 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>freekygirl</dc:creator>
        <guid isPermaLink="false">16809@/forum/discussions</guid>
        <description><![CDATA[<p>Hi there, making a new discussion for this incase anyone else comes across it. Using the 2D first person asset, I'm wondering if its possible to use variables to change the sprite but not the camera... For instance, say if the player places down an item in a scene, I would like it to show a new rendered sprite using a variable (so if the player places down an item in the "north" view, using variables that rendered image is now switched out for a different image). The issue is that the camera seems to be linked to the sprite because it's parented to it, so I'm trying to wrap my head around disabling the visibility of just the sprite without also disabling the camera parented to it. If this is possible, let me know, or else I will try to find a work around... Thanks!!</p>
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    <item>
        <title>Feature Request: Duplicate action node - improved placement</title>
        <link>https://adventurecreator.org/forum/discussion/16807/feature-request-duplicate-action-node-improved-placement</link>
        <pubDate>Mon, 18 May 2026 15:12:49 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16807@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>It would be really helpful if when you select 'duplicate' on an action, that the duplicate is pasted right next to, or hovering over the node you just duplicated.</p>

<p>Currently the new action that appears, jumps right back to the top left of the actionlist editor, often miles away from where I'm working, so I have to scroll and move to find it and drag it back.</p>

<p>In essence it would be great if it behaved like "duplicate after" without connecting the new node.</p>

<p>I often resort to doing this instead, and then unlinking it, just so it doesnt fly off out of sight, but this is a pain when it's already linked.</p>

<p>Hopefully a small ask, for a useful addition <img src="https://adventurecreator.org/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>
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    <item>
        <title>Scrolling through the list of variables</title>
        <link>https://adventurecreator.org/forum/discussion/16513/scrolling-through-the-list-of-variables</link>
        <pubDate>Wed, 07 Jan 2026 15:13:00 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Simon_ASA</dc:creator>
        <guid isPermaLink="false">16513@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>This is not very important nor urgent, it's more a question for future AC updates:</p>

<p>I currently have over 120 variables in my current project. I had never had so many before. One of the issues I am facing is when I have to scroll through the list of variables in an action (ie. Variable Set or Variable Check). The list can only be scrolled with the very small arrows at the top and bottom of the window, and the scrolling speed is quite slow, which means it takes time to go to the last variable of the list.</p>

<p>I was wondering if there would be a way to optimize this? What about one of those options:</p>

<ul>
<li>giving the possibility to manually type in the name of a variable?</li>
<li>making a list that has a scrolling bar on the right?</li>
<li>giving the possibility to scroll with the mouse wheel?</li>
<li>giving the posibility to scroll with the keyboard arrow keys or keyboard scroll keys?</li>
<li>etc.</li>
</ul>

<p>Or maybe there already is a way to sort it out? Thanks for your great work on AC and for your help!</p>
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    <item>
        <title>new input system with 3d demo causes this error</title>
        <link>https://adventurecreator.org/forum/discussion/16801/new-input-system-with-3d-demo-causes-this-error</link>
        <pubDate>Thu, 14 May 2026 16:02:22 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Adam</dc:creator>
        <guid isPermaLink="false">16801@/forum/discussions</guid>
        <description><![CDATA[<p>InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.<br />
UnityEngine.Input.get_mousePosition () (at &lt;821db944395a4707baf43b2d273f0b00&gt;:0)<br />
UnityEngine.EventSystems.BaseInput.get_mousePosition () (at ./Library/PackageCache/com.unity.ugui@8ccc29d23a79/Runtime/UGUI/EventSystem/InputModules/BaseInput.cs:75)<br />
UnityEngine.EventSystems.StandaloneInputModule.UpdateModule () (at ./Library/PackageCache/com.unity.ugui@8ccc29d23a79/Runtime/UGUI/EventSystem/InputModules/StandaloneInputModule.cs:175)<br />
UnityEngine.EventSystems.EventSystem.TickModules () (at ./Library/PackageCache/com.unity.ugui@8ccc29d23a79/Runtime/UGUI/EventSystem/EventSystem.cs:460)<br />
UnityEngine.EventSystems.EventSystem.Update () (at ./Library/PackageCache/com.unity.ugui@8ccc29d23a79/Runtime/UGUI/EventSystem/EventSystem.cs:480)</p>

<p>So how can i revert ?</p>
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    <item>
        <title>Camera Cinemachine - problem switch and save</title>
        <link>https://adventurecreator.org/forum/discussion/16788/camera-cinemachine-problem-switch-and-save</link>
        <pubDate>Sat, 02 May 2026 08:33:15 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>lisbeth</dc:creator>
        <guid isPermaLink="false">16788@/forum/discussions</guid>
        <description><![CDATA[<p>Hi everyone,</p>

<p>I have some questions about using Cinemachine with Animal Crossing because I'm having some issues with camera switching and saving.</p>

<p>In Animal Crossing's MainCamera, I added the CinemachineBrain component. I created three other cameras using the CinemachineCamera component.</p>

<p><img src="https://i.imgur.com/Ysio5Gk.png" alt="" title="" /><br />
<img src="https://i.imgur.com/dtTFbak.png" alt="" title="" /></p>

<p>I created a timeline with the MainCamera and the 3 other cameras.</p>

<p><img src="https://i.imgur.com/MNpmv1c.png" alt="" title="" /></p>

<p>The problem is that when I activate the sequence with the controltimeline node and then want to switch to the CameraTable, which is the Gamecamera in the scene, it doesn't work.</p>

<p>Initially, I reduced the track activation of camera 3 so it could switch the camera game. It works, but it's not optimal at all because it creates a shot of the sky for a few seconds since there's no dedicated camera for 1 second.</p>

<p><img src="https://i.imgur.com/SbtRoQl.png" alt="" title="" /></p>

<p>It remains stuck at the last camera in the timeline sequence, so camera 3.</p>

<p>To fix the problem, I added a node object &gt; call event by dragging the MainCamera object and selecting the Cinemachinebrain.enabled function. This more or less fixes the camera switching issue, but I think this method isn't the best, especially if I want to reuse another sequence later.</p>

<p><img src="https://i.imgur.com/J4wV3dy.png" alt="" title="" /></p>

<p>The other problem is that after switching to the game camera (which is the CameraTable), saving, and then loading the save point, it doesn't work; it loads the main camera view.</p>

<p>I then tried with a different scene without using Cinemachine, and everything works without any problems.</p>

<p>So, is it better to avoid using Cinemachine when you're not using its key features, or not? I specifically wanted to use the "Basic Multi Channel Perlin" component for some scenes. But if I encounter more problems each time, I'd rather avoid using it.</p>

<p>Thank you for your answers.</p>
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    <item>
        <title>Switch Control Scheme</title>
        <link>https://adventurecreator.org/forum/discussion/16772/switch-control-scheme</link>
        <pubDate>Wed, 22 Apr 2026 07:20:59 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>GvdBulk</dc:creator>
        <guid isPermaLink="false">16772@/forum/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>my game is mainly a first person game where you walk around using the provided first person camera scripts and controls.<br />
I want the player to be able to get in a car and drive around (also in first person)<br />
I made the car a hotspot and gave it an interaction to move the camera into the car and make the car invisible.</p>

<p>What I want to do when I get in the car is switch from the first person control scheme (where space is jump) to a car control scheme (where space is handbrake for example).<br />
I also might want to disable the firstperson player script (to stop the head bobbing etc.)</p>

<p>Is there an easy way to do this or do I have to create a system where Jump is checking whether I am in the car and apply the handbrake.</p>

<p>I know the Unity New Input System has the concept of ActionMaps. Does AC support this or do you have another way to provide this?</p>
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        <title>CreateNew for ActionCinemachineCamera</title>
        <link>https://adventurecreator.org/forum/discussion/16767/createnew-for-actioncinemachinecamera</link>
        <pubDate>Wed, 15 Apr 2026 12:49:34 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>OllyMUK</dc:creator>
        <guid isPermaLink="false">16767@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris</p>

<p>I do lots with hand coded action lists at runtime. I'm my new project I've found that ActionCinemachineCamera doesn't have any CreateNew functions. Any chance you can add one? That way I could create cinemachine actions in my runtime actionlists.</p>

<p>Olly</p>
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        <title>Making a wall button switch / switching sprites</title>
        <link>https://adventurecreator.org/forum/discussion/16719/making-a-wall-button-switch-switching-sprites</link>
        <pubDate>Tue, 10 Mar 2026 06:38:06 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>Refrigerator747</dc:creator>
        <guid isPermaLink="false">16719@/forum/discussions</guid>
        <description><![CDATA[<p>I'm trying to make a switch on a wall that changes visually (to a different sprite) as the player interacts with it.</p>

<p>I can't find a way in the ActionList Editor to switch which sprite an Object or Hotspot is using, but perhaps I'm not looking in the right place?</p>

<p>I've seen posts mention using an animation for something similar, but this object (and many others) literally only has the 'on' and 'off' sprite, so creating the whole animation workflow every time an object changes seems a bit overkill?</p>

<p>Or am I missing a much simpler process for this?</p>
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    <item>
        <title>Feature request: A Simpler way of adding variable output in UnityUI Text</title>
        <link>https://adventurecreator.org/forum/discussion/16661/feature-request-a-simpler-way-of-adding-variable-output-in-unityui-text</link>
        <pubDate>Sat, 14 Feb 2026 01:28:14 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>juanmaguerrero</dc:creator>
        <guid isPermaLink="false">16661@/forum/discussions</guid>
        <description><![CDATA[<p>Hello! I can't praise AC enough, it is such an amazing piece of software.</p>

<p>I would love to have an extra feature, tough.</p>

<p>Every time I need to display text coming from a variable value (for instance, a little disclaimer text, splash screen texts, end credits, and a long etc. that I need to show in the correct language), as far as I know, I need to use AC Menus to accomplish that.</p>

<p>The downside of it is that I have to create menus for that, then link to the Unity UI text that was already created, and then I need to manually set an actionlist to show/hide the new menu for instance in the scene I'm including the UI Text element.</p>

<p>I really think there could be a simpler way of doing that, maybe just by adding a "AC component" into the Text element? Or something that let us create a text box in a scene and have the ability to display values coming from variables.</p>

<p>I hope it makes sense. Thanks a lot for all the support!</p>
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        <title>Events Editor: Parameter Disappears When Renaming Auto-Generated ActionList</title>
        <link>https://adventurecreator.org/forum/discussion/16658/events-editor-parameter-disappears-when-renaming-auto-generated-actionlist</link>
        <pubDate>Wed, 11 Feb 2026 04:48:41 +0000</pubDate>
        <category>Engine development</category>
        <dc:creator>acai</dc:creator>
        <guid isPermaLink="false">16658@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I encountered a strange behavior while creating <strong>Events Editor</strong> → <strong>Speech: Start</strong> (and <strong>Stop</strong>).</p>

<p>Whenever I click the "<strong>+</strong>" button to create an ActionList and then try to rename the auto-generated ActionList, the parameter disappears.</p>

<p>Here is a link to a short video showing the issue:<br />
<a rel="nofollow" href="https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing" title="https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing">https://drive.google.com/file/d/1DsyXTqgWVXtYmHdBbppWRUON233RdV9W/view?usp=sharing<br />
</a></p>

<p>I may be missing something on my end, but if this is a bug, I hope this helps.</p>
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