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        <title>Technical Q&amp;amp;A — Adventure Creator forum</title>
        <link>https://adventurecreator.org/forum/</link>
        <pubDate>Fri, 08 May 2026 12:10:28 +0000</pubDate>
        <language>en</language>
            <description>Technical Q&amp;A — Adventure Creator forum</description>
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    <item>
        <title>Spatial Blend with Ambience</title>
        <link>https://adventurecreator.org/forum/discussion/16796/spatial-blend-with-ambience</link>
        <pubDate>Thu, 07 May 2026 19:30:59 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>MikeH</dc:creator>
        <guid isPermaLink="false">16796@/forum/discussions</guid>
        <description><![CDATA[<p>Hi everyone,<br />
I set up spatial blend on a sound with audiosource in my scene, so that the sound is louder when my camera is nearer to the audio source. That is setup and working. BUT I'd also like it to smoothly transition/crossfade into the sound playing in the next scene (which also uses spatial blending), without a pause in sound during the scene change.</p>

<p>Let's say the first scene plays a 'Waterfall' sound and the second sound plays 'Jungle' sound.<br />
To get the crossfade between scenes, I placed the two sounds into 'Ambience storage' and crossfaded it as an ambient sound on scene start. I then had the crossfade I wanted, but have lost the spatial sound (which was originally part of an audiosource attached to an object in my scene).</p>

<ul>
<li>Is it possible to have an audiosource/spatial sound settings available for an ambient sound?</li>
<li>Or can I crossfade the sound playing from a scene object (or prefab?) with an audiosource, rather than using ambience?</li>
</ul>

<p>Thank you in advance for any help.</p>
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        </description>
    </item>
    <item>
        <title>Objectives - change cursor on hover - random cursor showing</title>
        <link>https://adventurecreator.org/forum/discussion/16787/objectives-change-cursor-on-hover-random-cursor-showing</link>
        <pubDate>Fri, 01 May 2026 13:11:30 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16787@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>I've setup an objectives menu using the default one as the basis for it, and when I hover over one of the objectives It seems to show a random cursor and not the one I have set (see screengrab):<br />
<a href="https://drive.google.com/file/d/1sQT3FLWi_sePdHBDuN6s-W_6t5CdGnlA/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1sQT3FLWi_sePdHBDuN6s-W_6t5CdGnlA/view?usp=sharing</a></p>

<p>If I uncheck "change cursor on hover" I still get cursors showing.<br />
Of my 4 objectives which appear the first one shows my use cursor and the other 3 my look at cursor.</p>

<p>I do have other Label itmes hidden and hovering above each of the objectives, but labels dont have a change cursor on hover setting, so I've no way to tell if they are causing this?</p>

<p>Have you seen this bug before, or is this an anomoly I've caused somehow?</p>

<p>UNITY: 6000.2.6f2<br />
AC: V1.85.1</p>

<p>Thanks!</p>
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        </description>
    </item>
    <item>
        <title>Display subtitles forever - toggle at runtime</title>
        <link>https://adventurecreator.org/forum/discussion/16793/display-subtitles-forever-toggle-at-runtime</link>
        <pubDate>Wed, 06 May 2026 14:42:49 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16793@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>Is it possible, at runtime, to toggle this setting on/off - i have some extended dialogue, where I want the flow of speech to move quickly between 3 NPC characters, without the player needing to click to advance each line.</p>

<p>I have this setting ON for the majority of my game (so players never miss a funny line and must click), but in this particular conversation I want to turn it off for a bit, so I can show faster pace chatter between 3 NPCs.</p>

<p>I hope this makes sense.<br />
Cheers</p>
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        </description>
    </item>
    <item>
        <title>How to keep dialog/speech on the screen until player input?</title>
        <link>https://adventurecreator.org/forum/discussion/16795/how-to-keep-dialog-speech-on-the-screen-until-player-input</link>
        <pubDate>Thu, 07 May 2026 10:34:01 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>tarnos12</dc:creator>
        <guid isPermaLink="false">16795@/forum/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>I am trying to keep dialog line visible until player clicks on a dialog box(or anywhere) or a key press, but so far I am stuck in a loop of a dialog restarting itself(that's the best I could find)</p>

<p>What I want is:<br />
1. Start a dialog/line of text said by the player<br />
2. Display the text with all its built in animation etc.<br />
3. Wait for player input<br />
4. If player does nothing, the text should stay on the screen<br />
5. If player clicks/presses a key etc. it should continue to the next line of dialog(if any available) or end the dialog.</p>

<p>This is my latest attempt which doesn't really do anything, but that's all I found from another forum post here: <br />
<a href="https://adventurecreator.org/forum/discussion/3827/simple-thing-how-to-make-dialogue-wait-for-lmb-or-screen-tap" rel="nofollow">https://adventurecreator.org/forum/discussion/3827/simple-thing-how-to-make-dialogue-wait-for-lmb-or-screen-tap</a></p>

<p>Maybe I misuderstood it, but I need some help. Documentation page or a video/tutorial that goes through this or similar issue would be great.</p>

<p><img src="https://i.gyazo.com/547264ad1af7371906a51fb3f2678d41.png" alt="" title="" /></p>
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    </item>
    <item>
        <title>How to create a persistent Volume post processing object?</title>
        <link>https://adventurecreator.org/forum/discussion/16765/how-to-create-a-persistent-volume-post-processing-object</link>
        <pubDate>Tue, 14 Apr 2026 09:59:08 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>tarnos12</dc:creator>
        <guid isPermaLink="false">16765@/forum/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>What is the correct way of spawning a Volume post processing object when loading a scene?<br />
Currently I have it placed manually on one scene, but when I switch to another scene it breaks.</p>

<p>What I would like ideally:</p>

<ul>
<li>Detect if object exists</li>
<li>Spawn a new prefab if it doesn't exist</li>
<li>Keep it alive</li>
</ul>

<p>This should allow me to test scenes without manually placing that prefab on each scene(unless there is AC way of doing so)<br />
If you can, please point me to the documentation where I can read on that, but I couldn't find anything that could help me.</p>
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    </item>
    <item>
        <title>player starts to rotate, bit by bit</title>
        <link>https://adventurecreator.org/forum/discussion/16794/player-starts-to-rotate-bit-by-bit</link>
        <pubDate>Wed, 06 May 2026 21:51:56 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>jamesfootlight</dc:creator>
        <guid isPermaLink="false">16794@/forum/discussions</guid>
        <description><![CDATA[<p>At some point my player starts to rotate, each scene I go in, the player is more rotated. Doesn't start doing it straight away. Any reason why? See screenshots</p>

<p><a href="https://www.dropbox.com/scl/fo/fqezu6vojgefsix43d4rq/AI3y7uOmSihxe1VpRfd_8Uo?rlkey=ilcucrupvhd9bax8wykmcfvnv&amp;st=ksnz9awz&amp;dl=0" rel="nofollow">https://www.dropbox.com/scl/fo/fqezu6vojgefsix43d4rq/AI3y7uOmSihxe1VpRfd_8Uo?rlkey=ilcucrupvhd9bax8wykmcfvnv&amp;st=ksnz9awz&amp;dl=0</a></p>

<p>Thanks</p>
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    </item>
    <item>
        <title>Show hotspot labels while in Cutscene game state</title>
        <link>https://adventurecreator.org/forum/discussion/16792/show-hotspot-labels-while-in-cutscene-game-state</link>
        <pubDate>Tue, 05 May 2026 15:30:11 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>stelabouras</dc:creator>
        <guid isPermaLink="false">16792@/forum/discussions</guid>
        <description><![CDATA[<p>I am trying to make it possible for the player to be able to hover the mouse over hotspots while the game is in Cutscene state and reveal the label of each hotspot, but I am having trouble implementing that without altering the source code of AC.</p>

<p>I have tried changing the 'Hotspot detection method' to 'Custom script' and implemented custom logic that finds the active hotspot via 2d raycast (I am developing a 2D game) and calls <code>SetActiveHotspot()</code>, but it seems that this is not enough as the <code>PlayerInteraction</code> logic, clears the <code>hotspotLabelData</code> while in cutscene mode (~ line 2355) and the <code>PlayerMenus</code> logic does not turn on the menu in cutscene mode (~ line 1385). If I comment out those two, I can somehow achieve what I want but it's possible that I have introduced a regression somewhere else.</p>

<p>Is it possible to follow a different route in order to implement this?</p>
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        </description>
    </item>
    <item>
        <title>Camera spinning out of control when following cursor</title>
        <link>https://adventurecreator.org/forum/discussion/16700/camera-spinning-out-of-control-when-following-cursor</link>
        <pubDate>Sun, 01 Mar 2026 06:01:09 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>SuperSpark</dc:creator>
        <guid isPermaLink="false">16700@/forum/discussions</guid>
        <description><![CDATA[<p>I'm trying to setup a new project in Unity 6. The game is a first-person point and click where you click on things and interactions happen and I want the camera to move very slightly by following the cursor. Unfortunately, for some reason the camera will start quickly spinning in random directions the second the game starts as long as follow cursor is enabled. I've used all the constrain and lock tools that I'm used to using in previous projects but it doesn't matter what is and isn't locked or constrained, it will spin out regardless as long as Follow Cursor is enabled. What is happening? Has the way the camera works changed?</p>
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    </item>
    <item>
        <title>Re-using Scene actions in another scene - or converting to asset files</title>
        <link>https://adventurecreator.org/forum/discussion/16785/re-using-scene-actions-in-another-scene-or-converting-to-asset-files</link>
        <pubDate>Thu, 30 Apr 2026 14:15:02 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16785@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>I've a scene in my game which has 20+ object hotspots, and the same scene appears later on in the story (with some other changes) and I want the same hotspots, interactions and dialogue responses.</p>

<p>I set them all up with [actions source: in scene] - then realised I need them all in the duplicate scene later.</p>

<p>I thought I'd be clever and put all of the re-usable Markers, hotspots and interaction gameobjects in a prefeab and drop that in the duplicate scene. I've now realised when I click the interactions and go to edit the actions theyre all blank.</p>

<p>I assume the action data is stored somewhere else in the original scene, and I should have created them all as asset files in the first place.</p>

<p>Is there a workaround, to copy all of these 20+ actions from the original scene into the duplicate scene, or a way to easily convert them all to asset files so they can be shared between the scenes?</p>

<p>Hope this makes sense.<br />
Cheers</p>
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    </item>
    <item>
        <title>Show hotspot label when Input Method is Touch Screen</title>
        <link>https://adventurecreator.org/forum/discussion/16790/show-hotspot-label-when-input-method-is-touch-screen</link>
        <pubDate>Sun, 03 May 2026 12:11:13 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>jakub</dc:creator>
        <guid isPermaLink="false">16790@/forum/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>when I set <strong>Input Method</strong> to <strong>Mouse and Keyboard</strong>, then it's working as expected - hotspot labels are shown when Player is colliding with the collider.</p>

<p>But when I set <strong>Input Method</strong> to <strong>Touch Screen</strong>, then even if Player is colliding with the Hotspot, labels are not displayed (but sometimes they are), why? Do I need some custom scripting? My goal is to have it same behaviour as in the Input Method set to Mouse and Keyboard.</p>

<p>Unity: 6<br />
AC: 1.86.1</p>

<p>AC Settings:</p>

<p><img src="https://zoemigames.com/nasite/ac_hotspot_settings.jpg" alt="" title="" /></p>

<p>Thanks.<br />
Jakub</p>
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    </item>
    <item>
        <title>Menu and Transition Type: Custom Anim States - Fixed transition time.</title>
        <link>https://adventurecreator.org/forum/discussion/16791/menu-and-transition-type-custom-anim-states-fixed-transition-time</link>
        <pubDate>Tue, 05 May 2026 00:23:03 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Phantasie</dc:creator>
        <guid isPermaLink="false">16791@/forum/discussions</guid>
        <description><![CDATA[<p>Hi</p>

<p>We have multiple menus that use the Custom Anim States for the Transition type (On, Off, InstantOn, etc). This is a nice feature.</p>

<p>However you must _also _specify the "Transition time" (in the menu manager). This raises two issues:</p>

<ol>
<li>Why do we need to specify the "Transition Time". Shouldn't it just be the length of the corresponding anim for the state being played? (or atleast the option to default to that)</li>
<li>And regardless of number <a rel="nofollow" href="https://adventurecreator.org/forum/search?Search=%231&amp;Mode=like">#1</a>, having a **single **transition time means the On and Off animatrion  need to be the same length. This is an unnecessary burden on the animator. Some menus take awhile to open, and close quickly, for example.</li>
</ol>

<p>Im hoping Im missing something obvious here <img src="https://adventurecreator.org/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>

<p>Thanks</p>
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    </item>
    <item>
        <title>Inventory Icon issue</title>
        <link>https://adventurecreator.org/forum/discussion/16789/inventory-icon-issue</link>
        <pubDate>Sat, 02 May 2026 16:14:29 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>EBlomquist</dc:creator>
        <guid isPermaLink="false">16789@/forum/discussions</guid>
        <description><![CDATA[<p>Hi! When I try and use an inventory object by dragging it out with the mouse cursor - the size of the icon shrinks to a smaller size than the icon in the inventory slot. I'm using an old version, so if this is an old bug if you could point me in the direction to where which script handles this issue that would be great! Thanks!</p>

<p>We made the mistake many years ago of modifying the AC scripts. Updating seems to be nearly impossible at this point since we don't remember exactly which files we modified. Unless you have a solution on how to go about this?</p>
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    <item>
        <title>Actionlist Help: Highly Specific Item-Switching Issue</title>
        <link>https://adventurecreator.org/forum/discussion/16786/actionlist-help-highly-specific-item-switching-issue</link>
        <pubDate>Fri, 01 May 2026 01:03:40 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>NightlyJambles</dc:creator>
        <guid isPermaLink="false">16786@/forum/discussions</guid>
        <description><![CDATA[<p>Hello there, I'm using Unity v2022.3.62f2, and using AC 1.85.5 (I cannot currently update to the latest version because of a package manager bug)</p>

<p>Right now I have an inventory system with a specialized hold item slot (that I was able to make thanks to the help in this forum). The player can drag and drop items from the inventory into the hold slot, and the item will be visibly held in the player's hand, and conversely disappear when it is returned back to the inventory. This all works as it should, and is mediated by a OnContainerAdd and OnContainerRemove event. However, I encountered a highly specific oversight to the way its currently being handled. <br />
I tested this a few times. Whenever the player picks up both demo items, puts one into the hold slot, and then drags the other item into the hold slot to swap it out, it behaves normally in the menu but not in the overworld. I discovered that the OnContainerRemove is not triggered under these circumstances, and the player appears to be holding both items. The original sprite he was holding is not removed, and the new one is added regardless. This makes sense because technically the Hold Slot container isn't 'emptied' when this happens, the Boolean that marks if it's full is still true.<br />
This bug strangely does not happen when both items are picked up, one is placed into the hold slot, then removed again, before swapping them out the same way. <br />
I figured if that was the case, then a simple solution would be to run some kind of OnStart event that immediately adds an invisible item to the hold slot and then removes it. In practice all this seems to do is make the player unable to respond to inputs. No clue why that happens. I've tried various different actionlists in different steps of the OnContainerAdd and Remove routines and nothing's really working. I appreciate any help on this problem.</p>
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    </item>
    <item>
        <title>Is it possible to have animations play between dialogue?</title>
        <link>https://adventurecreator.org/forum/discussion/16782/is-it-possible-to-have-animations-play-between-dialogue</link>
        <pubDate>Wed, 29 Apr 2026 17:35:58 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Matt_W</dc:creator>
        <guid isPermaLink="false">16782@/forum/discussions</guid>
        <description><![CDATA[<p>I want to set up my dialogue system to be similar to something like Dragon Quest 11. There's an example of what I mean around 27:48</p>

<p><span data-youtube="youtube-5r7fJIgzN1I?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=5r7fJIgzN1I"><img src="https://img.youtube.com/vi/5r7fJIgzN1I/0.jpg" width="640" height="385" border="0" alt="image" /></a></span></p>

<p>When the characters speak, they play a speaking animation, then return to an idle animation or play a reaction animation. The text is manually advanced by the player pressing a button so I'm not sure if a timeline animation with dialogue tracks and a fixed duration is what I'm looking for</p>

<p>Thanks!</p>
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    <item>
        <title>display multiple elements in the DocumentListMenu</title>
        <link>https://adventurecreator.org/forum/discussion/16540/display-multiple-elements-in-the-documentlistmenu</link>
        <pubDate>Tue, 20 Jan 2026 12:09:10 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>UrutaKobito</dc:creator>
        <guid isPermaLink="false">16540@/forum/discussions</guid>
        <description><![CDATA[<p>I have a question about the UI.<br />
I'm considering adding a Property to the Document in the Inventory and allowing players to input its contents.</p>

<p>I want to display the Documents in a DocumentListMenu. Is there a way to show both the Document's image and the added Property at the same time?<br />
Since there are many Documents, it needs to be possible to offset them using buttons.</p>

<p>Thanks!</p>
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    <item>
        <title>unity 6 input system</title>
        <link>https://adventurecreator.org/forum/discussion/16781/unity-6-input-system</link>
        <pubDate>Tue, 28 Apr 2026 09:21:17 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>bonc2games</dc:creator>
        <guid isPermaLink="false">16781@/forum/discussions</guid>
        <description><![CDATA[<p>Hi, <br />
I have been using the old unity input system, but recently switched to the new one. Since changing my mouse clicks do not seem to be working. IE I cant select hotspots, or move my player using point and click. <br />
Keyboard inputs seem to be working, I even added a binding for 'J' to jump and that works. I can also click on UI successfully. <br />
I have tried disabling all UI in case there was something blocking the clicks, but made no difference.</p>

<p>I have the EventSystem_InputSystem prefab assigned in the Menu Manager, and the Controls assigned under the player input in that prefab.</p>

<p>Any thoughts about what I might have wrong?</p>

<p>To switch input systems I changed to the new input system in the Project Settings, restarted Unity, removed input folders from my project folder, and then installed the integration template using the New Game Wizard.</p>

<p>I do not have anything assigned in Project-wide Actions in the Project settings</p>

<p>Thanks</p>

<p>Chris</p>
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    <item>
        <title>Question on capabilities of AC</title>
        <link>https://adventurecreator.org/forum/discussion/16783/question-on-capabilities-of-ac</link>
        <pubDate>Thu, 30 Apr 2026 06:12:45 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>EzekelRAGE</dc:creator>
        <guid isPermaLink="false">16783@/forum/discussions</guid>
        <description><![CDATA[<p>Hello Chris. I bought AC yesterday and had a few questions.</p>

<p>I was hoping to make a game that has elements of games like Supermarket Simulator or TCG Card Shop Simulator. Games where you have customers come in browse and buy stuff, then leave. Would AC be suitable for this?</p>

<p>I have some assets and scripts already that I've been working on, which leads to my next questions:<br />
Does AC work with NodeCanvas?(node based behavior tree/state machine)<br />
Does AC work with the S.O.A.P asset?(scriptable object architecture)<br />
Does AC work with Animancer?(animator alternative to mechanim) Seems this will be doable with a custom script, if I understand the "get sword" tutorial on the website correctly.</p>

<p>Thanks for your time.</p>
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        <title>Render order of item labels and dragged inventory items</title>
        <link>https://adventurecreator.org/forum/discussion/16680/render-order-of-item-labels-and-dragged-inventory-items</link>
        <pubDate>Sun, 22 Feb 2026 22:51:53 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16680@/forum/discussions</guid>
        <description><![CDATA[<p>Is there a simple way to change the render order of the default hover object labels, and a sprite dragged from the inventory,</p>

<p>Some of my larger sprites, render over the hover text, obscuring it when dragging and item onto an object in the scene.</p>

<p>Thanks in advance</p>
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        <title>String operations - passcode puzzle</title>
        <link>https://adventurecreator.org/forum/discussion/16749/string-operations-passcode-puzzle</link>
        <pubDate>Mon, 30 Mar 2026 23:26:29 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16749@/forum/discussions</guid>
        <description><![CDATA[<p>I'm building a numberpad passcode puzzle, and wondered if there's a way within the actions to append a string global variable (so as you press a number button it adds that number to the current code, rather than replacing the whole string?</p>

<p>I'm using an AC menu to display the global string, but can;t seem to add to the global string only replace it completely?</p>

<p>Alternatively, having a hotspot for each number button call a custom C# script to collect the value, add it to the string and then passs this back to the AC menu element?</p>

<p>Any advice would be great.</p>
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        <title>Change NPCs default Idle &amp; Talk strings at runtime</title>
        <link>https://adventurecreator.org/forum/discussion/16780/change-npcs-default-idle-talk-strings-at-runtime</link>
        <pubDate>Mon, 27 Apr 2026 14:17:14 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>andiliddell</dc:creator>
        <guid isPermaLink="false">16780@/forum/discussions</guid>
        <description><![CDATA[<p>In the NPC component you can set a characters default **idle **and **talk **names - so when a "return ot idle" or "dialogue" action is used these animation clips get automatically tieggered (without having to run an extra "animate character" action.</p>

<p>Is there a way to change these default text strings at runtime?</p>

<p>I have some NPC's who start wearing masks, so have talk and idel animations with the masks on.<br />
Once they remove them they then have talk and idle animations with the masks off, so I'd like to be able to swap the default otherwsie I'll need to do lots of manual talk animation triggers, each time they speak a line of dialogue.</p>

<p>Hope this makes sense?</p>

<p>Thanks</p>
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