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        <title>Technical Q&amp;amp;A — Adventure Creator forum</title>
        <link>https://adventurecreator.org/forum/</link>
        <pubDate>Sun, 19 Jul 2026 16:06:44 +0000</pubDate>
        <language>en</language>
            <description>Technical Q&amp;A — Adventure Creator forum</description>
    <atom:link href="https://adventurecreator.org/forum/categories/technical-questions/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Help navigating Unity UI menus with keyboard/gamepad</title>
        <link>https://adventurecreator.org/forum/discussion/16875/help-navigating-unity-ui-menus-with-keyboard-gamepad</link>
        <pubDate>Tue, 14 Jul 2026 18:37:24 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>jaybee</dc:creator>
        <guid isPermaLink="false">16875@/forum/discussions</guid>
        <description><![CDATA[<p>v1.86.0<br />
Unity 2022.3.57f1</p>

<p>I'm trying to set up navigating menus with the keyboard/gamepad but I'm running into problems with the cursor overriding selections.</p>

<p>Images are all my settings. I'm using the Pause menu to test. I have "directly navigate when paused" checked.</p>

<p>Event System: <a href="https://drive.google.com/file/d/1u_RJDzEQFKSeGZKY8qHzajGSEjYkO5u4/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1u_RJDzEQFKSeGZKY8qHzajGSEjYkO5u4/view?usp=sharing</a><br />
Menu Manager: <a href="https://drive.google.com/file/d/19O6TR6XDHtJPsTBxcKZwUpVVdCbQ58Lz/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/19O6TR6XDHtJPsTBxcKZwUpVVdCbQ58Lz/view?usp=sharing</a><br />
Settings Manager: <a href="https://drive.google.com/file/d/1MTJRfgIWAkGf8I36xNSsLB8MHCO4Wifo/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1MTJRfgIWAkGf8I36xNSsLB8MHCO4Wifo/view?usp=sharing</a></p>

<p>Scenario 1: Using mouse and keyboard. I press escape to bring up the pause menu. For a split second I can see the first element highlighted before it un-highlights. I assume this is because the mouse is off to the side and the mouse overrides navigation.</p>

<p>Scenario 2: I switch to using my gamepad. I can see in the instantiated event system that the input switched to my gamepad. When I press start it brings up the pause menu but the middle element (Save) is permanently selected. I assume this is because the cursor gets locked to the center of the screen and it automatically highlights save. I can't navigate the menu with my gamepad because of this.</p>

<p>Scenario 3: I disable "use simulated cursor for UI events." I can now navigate the menu with keyboard/gamepad but I can't select anything with the mouse.</p>

<p><strong>Question</strong>: I want to be able to select elements while in mouse + keyboard mode but when I switch to a controller I need to be able to navigate without the mouse.<br />
<strong>Bonus question</strong>: Is there a way to either prevent menu elements from being deselected when the cursor isn't highlighting them (basically an element should be highlighted at all times) or a way to disable only the mouse at run-time?</p>

<p>I can write my own actions and edit scripts I just want to sort out what AC handles natively and what I need to customize.</p>
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        </description>
    </item>
    <item>
        <title>UCC Integration and AC Menu</title>
        <link>https://adventurecreator.org/forum/discussion/16878/ucc-integration-and-ac-menu</link>
        <pubDate>Sat, 18 Jul 2026 09:34:55 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>gv1351</dc:creator>
        <guid isPermaLink="false">16878@/forum/discussions</guid>
        <description><![CDATA[<p>Hello AC Community,</p>

<p>I have question regarding the latest version of UCC and AC.<br />
This question is in regarding the menu system of AC with UCC.<br />
I am having some issues and do not know how to solve them. A couple of AC menues does not want to work with UCC and I am not sure why. I tested both sources forexample Unity Prefab and AC. But still does not want to display. These menues are:<br />
1. Pause<br />
2. Subtitles</p>

<p>And the game does not pause when I press escaped. This might be a UCC problem but just asking if someone might know how to solve this issue.</p>

<p>Thank you in advance.</p>
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        </description>
    </item>
    <item>
        <title>RigidBody jitter on player when running in circles</title>
        <link>https://adventurecreator.org/forum/discussion/16877/rigidbody-jitter-on-player-when-running-in-circles</link>
        <pubDate>Thu, 16 Jul 2026 11:12:32 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>JackAnimated</dc:creator>
        <guid isPermaLink="false">16877@/forum/discussions</guid>
        <description><![CDATA[<p>Unity 6.5 (6000.5.2f1)<br />
AC v1.86.4</p>

<p>I am making an action fps game and switching out the Character Controller for a Rigidbody with collider on the SamplePlayerFP gameobject has the effect of making running in circles jitter the movement or camera - not smooth. I have played around with settings on the game object for a couple of evenings without success of solving the jitter.</p>

<p>As AC is generally made for slower paced games, is the rigidbody jitter a known accepted side effect and best that I write or obtain a new player object script more suited to fast paced action, or is there a fix for the AC version?</p>

<p>many thanks.</p>
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        </description>
    </item>
    <item>
        <title>Strange glitch with footstep sounds when changing surface</title>
        <link>https://adventurecreator.org/forum/discussion/16876/strange-glitch-with-footstep-sounds-when-changing-surface</link>
        <pubDate>Thu, 16 Jul 2026 09:01:24 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>AtelierSento</dc:creator>
        <guid isPermaLink="false">16876@/forum/discussions</guid>
        <description><![CDATA[<p>Hi everyone,<br />
I have a strange glitch when using different surfaces for changing footsteps sounds.<br />
Until recently, I was using Movement method set to "Point and Click" and everything was working fine.<br />
But, recently, due to several players feedbacks, I changed it to "Straight to Cursor" and now there a glitch happening when changing surface: from time to time, footsteps sounds get accelerated to the point they merge together. Here is a video showing the glitch:<br />
<a rel="nofollow" href="https://youtu.be/bA3TXzIdhuM" title="https://youtu.be/bA3TXzIdhuM">https://youtu.be/bA3TXzIdhuM</a><br />
(first half of the video shows the glitch, 2nd half shows expected behavior)</p>

<p>I was using triggers and the action "Sound:Change footsteps" to switch surfaces.<br />
I've made a test with "Auto-detect surface" instead bu I get the same glitch.</p>

<p>The glitch is there only with the Movement method set to "Straight to Cursor".<br />
If I can't solve it, it's still possible for me to revert to "Point and Click".</p>

<p>I'm using Unity 6.3 and AC v1.86.4.</p>

<p>I'm sorry to bother you with that during summertime, but if you have any idea about why I get this glitch it would be very helpful.<br />
Thanks in advance <img src="https://adventurecreator.org/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>
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        </description>
    </item>
    <item>
        <title>a bug in version upgrade</title>
        <link>https://adventurecreator.org/forum/discussion/16846/a-bug-in-version-upgrade</link>
        <pubDate>Sat, 20 Jun 2026 20:35:01 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>ehuvio</dc:creator>
        <guid isPermaLink="false">16846@/forum/discussions</guid>
        <description><![CDATA[<p>I changed to U6000.5.0f1 and AC1.86.4. In the actiolists in scene starting with custom node the first item was lost. And when I added again the right node I couldn't set it to first - setting first didn't work at all.<br />
But after clicking the actual gameitem it somehow reseted the actiolist editor and another node was set first and then I was able to set the correct first.<br />
I don't know it it was that I had a custom AL node that was put into Dialog group or not. But for future I changed custom AL group into custom.</p>
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        </description>
    </item>
    <item>
        <title>Conversation setting &quot;auto-disable when chosen?&quot; only working for first dialogue option in list</title>
        <link>https://adventurecreator.org/forum/discussion/16873/conversation-setting-auto-disable-when-chosen-only-working-for-first-dialogue-option-in-list</link>
        <pubDate>Mon, 13 Jul 2026 06:36:05 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>WanderingGiant</dc:creator>
        <guid isPermaLink="false">16873@/forum/discussions</guid>
        <description><![CDATA[<p>I have created a conversation with a unity ui. The conversation has 5 dialogue options, all of which have "auto-disable when chosen" selected. For testing purposes, I made all 5 options identical and all have the same action list linked. Strangely, the first option in the menu when selected correctly disappears once the conversation is re-visited, but any of the other 4 options will instead still show and be colored the "already chosen" color.</p>
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        </description>
    </item>
    <item>
        <title>3D Direct WASD Character not moving around scene</title>
        <link>https://adventurecreator.org/forum/discussion/16865/3d-direct-wasd-character-not-moving-around-scene</link>
        <pubDate>Fri, 10 Jul 2026 15:36:34 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>7StonesStudio</dc:creator>
        <guid isPermaLink="false">16865@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris!<br />
I have two issues so far, I hope you can help me, and thank you for your assistance!</p>

<p>The 1st issue:<br />
I created a new game using the 3D DirectInput style.<br />
The character responds to WASD input by changing directions. <br />
However, the character does not move around the scene space. <br />
Video below:</p>

<p><span data-youtube="youtube-TEEa2MTe5TI?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=TEEa2MTe5TI"><img src="https://img.youtube.com/vi/TEEa2MTe5TI/0.jpg" width="640" height="385" border="0" alt="image" /></a></span></p>

<p>The 2nd issue:<br />
I have an idle, run, and jump animation. <br />
The player randomly cycles through these animations. <br />
How can I trigger the run animation on WASD input?</p>

<p>Thank you for helping me with these issues! I appreciate your time and diligence! <img src="https://adventurecreator.org/forum/resources/emoji/heart.png" title="&lt;3" alt="&lt;3" height="20" /></p>
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        </description>
    </item>
    <item>
        <title>Best way to handle multiple player characters (switching players)</title>
        <link>https://adventurecreator.org/forum/discussion/16872/best-way-to-handle-multiple-player-characters-switching-players</link>
        <pubDate>Mon, 13 Jul 2026 04:07:06 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>acai</dc:creator>
        <guid isPermaLink="false">16872@/forum/discussions</guid>
        <description><![CDATA[<p>I have two player characters.</p>

<p>For example, <strong>PlayerA</strong> appears up until <em>Scene 10</em>, and <strong>Player B</strong> takes over starting from <em>Scene 11</em>. What would be the correct way to handle this?</p>

<p>Should I add a <strong>Player: Switch</strong> Action to the scene’s OnStart and enable <strong>Replace old Player’s position</strong>?</p>

<p>Or would it be better to set Player B’s <strong>Start Data</strong> in the Settings Manager so that they start in Scene 11? However, when I do that, <strong>PlayerA</strong> also appears in the scene. Even if <strong>PlayerB</strong>’s Start Data is set to Scene 11, do I still need to use the <strong>Player: Switch</strong> Action?</p>

<p>Thank you for any advice!</p>
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        </description>
    </item>
    <item>
        <title>remove navmesh</title>
        <link>https://adventurecreator.org/forum/discussion/16871/remove-navmesh</link>
        <pubDate>Sun, 12 Jul 2026 13:15:33 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>JackAnimated</dc:creator>
        <guid isPermaLink="false">16871@/forum/discussions</guid>
        <description><![CDATA[<p><img src="https://hosting.photobucket.com/6ff1be6c-a468-46e4-82f9-4d281bcbc937/0661f514-92dc-49e1-9fff-9f423f016d19.png" alt="" title="" /></p>

<p>This is left over from the FP sample demo. I cant click on it and doesnt seem to be in a game object that I can delete.</p>

<p>Just wondering how to remove it?</p>

<p>Thanks.</p>
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        </description>
    </item>
    <item>
        <title>Hotspot not working in new scene</title>
        <link>https://adventurecreator.org/forum/discussion/16870/hotspot-not-working-in-new-scene</link>
        <pubDate>Sat, 11 Jul 2026 20:53:35 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Tennil</dc:creator>
        <guid isPermaLink="false">16870@/forum/discussions</guid>
        <description><![CDATA[<p>I'm having a bit of trouble with a hotspot. I have hotspots working correctly in other scenes, but after creating a new scene to try to replicate an issue I've run into with a different asset (Dialogue System), I seem to be unable to use the hotspot in the new scene. No icon change appears on mouseover and it's not clickable.</p>

<p>The new scene consists of:<br />
The same scene manager<br />
A cube game object functioning as the ground plane<br />
A game camera with identical settings to previous scenes, assigned as the default camera<br />
A cube game object with the hotspot attached<br />
A hotspot with the identical settings to previous scenes<br />
A "hotspot:talk to" interaction with identical settings to previous scenes<br />
The attached action list which is also identical<br />
Dialogue System's dialogue manager prefab (same as previous)</p>

<p>I've combed over every single thing I could think of to check if there were any differences between how I'd set up the scene or hotspot compared with previous scenes where the same hotspot worked, but can't seem to find anything.</p>

<p>I've tested out a trigger with the same action list and that does work, so it seems to be confined to the hotspot/hotspot interaction somehow. The same issue seems to occur with any hotspot I add to the scene.</p>

<p>Quite perplexed by this - if anyone has any suggestions they'd be warmly welcomed.</p>
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    </item>
    <item>
        <title>Saving - Can't seem to save a global variable</title>
        <link>https://adventurecreator.org/forum/discussion/12382/saving-cant-seem-to-save-a-global-variable</link>
        <pubDate>Thu, 24 Mar 2022 08:47:45 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Temmy</dc:creator>
        <guid isPermaLink="false">12382@/forum/discussions</guid>
        <description><![CDATA[<p>Unity Ver: 2019.4.35f1<br />
AC Ver: 1.75.1</p>

<p>Hello,</p>

<p>Despite using AC for a few years, this is my first time touching saving, so you'll have to forgive me I'm at the very beginning of my learning!</p>

<p>Basically, when the player runs the game for the first time, I want to change a global variable which is then checked on any subsequent runs of the game. That sounded like a candidate for the save &amp; load system.</p>

<p>However, the save doesn't seem to be capturing the change of variable.</p>

<p>Here's my action list setup:</p>

<p><img src="https://i.imgur.com/JzWiql0.png" alt="" title="" /></p>

<p>It sets a global variable to <strong>true</strong>, and then performs the save.</p>

<p>However, if we look at the save data generated, it would suggest the global variable is <strong>false</strong>:</p>

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

<p>Have I fundamentally misunderstood how to save variables? Is there anything else that needs to be done to correctly save the state of them?</p>
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    </item>
    <item>
        <title>SamplePlayerFP camera not working</title>
        <link>https://adventurecreator.org/forum/discussion/16864/sampleplayerfp-camera-not-working</link>
        <pubDate>Fri, 10 Jul 2026 13:23:40 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>JackAnimated</dc:creator>
        <guid isPermaLink="false">16864@/forum/discussions</guid>
        <description><![CDATA[<p>Some how got in a pickle with this. currently playing the game shows "Display 1. No Cameras Rendering."</p>

<p>In AC Game Editor Default Camera is set to the "FirstPersonCamera" object within the SamplePlayerFB prefab (which is in the scene).</p>

<p>Also getting errors on the console as follows:</p>

<p>NullReferenceException: Object reference not set to an instance of an object<br />
AC.PlayerCursor.DrawCursor () (at Assets/AdventureCreator/Scripts/Controls/PlayerCursor.cs:440)<br />
AC.StateHandler._OnGUI () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:502)<br />
AC.StateHandler.OnGUI () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:414)<br />
UnityEditor.GUIView:ProcessEvent(EntityId, IntPtr, Boolean&amp;)</p>

<p>NullReferenceException: Object reference not set to an instance of an object<br />
AC.MainCamera.ForwardVector () (at Assets/AdventureCreator/Scripts/Camera/MainCamera.cs:985)<br />
AC.Char.PrepareSpriteChild (System.Boolean isTopDown, System.Boolean isUnity2D) (at Assets/AdventureCreator/Scripts/Character/Char.cs:3038)<br />
AC.Char.BaseUpdate () (at Assets/AdventureCreator/Scripts/Character/Char.cs:681)<br />
AC.NPC._Update () (at Assets/AdventureCreator/Scripts/Character/NPC.cs:118)<br />
AC.Player._Update () (at Assets/AdventureCreator/Scripts/Character/Player.cs:139)<br />
AC.StateHandler.Update () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:305)</p>

<p>Help appreciated</p>
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        </description>
    </item>
    <item>
        <title>SamplePlayerFP can't Jump</title>
        <link>https://adventurecreator.org/forum/discussion/16866/sampleplayerfp-cant-jump</link>
        <pubDate>Sat, 11 Jul 2026 00:24:53 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>JackAnimated</dc:creator>
        <guid isPermaLink="false">16866@/forum/discussions</guid>
        <description><![CDATA[<p>Unity 6.5 (6000.5.2f1)<br />
AC v1.86.4</p>

<p>Brand new project. Using SamplePlayerFP and cannot jump. Pressing space does nothing. Running and walking work fine.</p>

<p>Layers as follows:<br />
SamplePlayerFP: Ignore Raycast<br />
Physics Ground-check: Default, NavMesh<br />
Character Controller: no layer exclusions or inclusions</p>

<p>Floor (box collider): Default</p>

<p>Unity Axis input set to SPACE.<br />
Have tried setting Unity Active Input Handling to New and Both, but cannot Jump with either.</p>

<p>help appreciated.</p>
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    </item>
    <item>
        <title>After install - &quot;Serialized files [version 14] before 2019.1 are deprecated. Open and re-save&quot;</title>
        <link>https://adventurecreator.org/forum/discussion/16860/after-install-serialized-files-version-14-before-2019-1-are-deprecated-open-and-re-save</link>
        <pubDate>Sun, 05 Jul 2026 14:47:57 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>JackAnimated</dc:creator>
        <guid isPermaLink="false">16860@/forum/discussions</guid>
        <description><![CDATA[<p>After a hiatus I am starting a fresh project with Unity and AC. I have just installed Unity 6.5 (6000.5.2f1) and AC v1.86.4. After importing AC on a fresh Unity project the console is showing the errors shown in the screenshot (251 of them). Is this to be ignored or is there a fix?</p>

<p>Thanks very much.!</p>

<p><img src="https://hosting.photobucket.com/6ff1be6c-a468-46e4-82f9-4d281bcbc937/5dd5c49b-e662-486d-91c1-43f01fb32227.png" alt="" title="" /></p>
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    <item>
        <title>(Solved) Skipping subtitles also skips the next line immediately</title>
        <link>https://adventurecreator.org/forum/discussion/16859/solved-skipping-subtitles-also-skips-the-next-line-immediately</link>
        <pubDate>Sat, 04 Jul 2026 09:48:26 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>armaan</dc:creator>
        <guid isPermaLink="false">16859@/forum/discussions</guid>
        <description><![CDATA[<p>Hi</p>

<p>I'm started adding voice overs to my game, and now skipping a dialogue line with mouse click also skips the next dialogue line immediately after it shows up. So line 1 shows up, I click, line 1 is dismissed, line 2 shows up for a frame, but is also dismissed and line 3 is shown instead.</p>

<p>I have set Time before can skip to 0.3 seconds, which works great for the first line. This setting is being ignored for the second line because even if I set it to a larger number like 1-2 seconds, it respects it for the first line but the same immediate removal of line 2 still occurs. It does look like that this issue occurs in only one scene, but another scene seems to work fine.</p>

<p>EDIT: I'm noticing one thing - it seems to be that if a character has two lines in a row, then it is not skipped. If a character says one line and the next line is said by another character, then the skip bug appears</p>

<p>EDIT: Fixed - It was because all the characters shared one audiosource for their voices. Giving them their own audiosources as a component in each character prefab fixed it. I'd given them a single source that was a child of the main camera because I wanted all their voices to have equal volume and not be determined by distance from player/camera. Will find another solution for that.</p>
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    <item>
        <title>load and save</title>
        <link>https://adventurecreator.org/forum/discussion/16857/load-and-save</link>
        <pubDate>Wed, 01 Jul 2026 13:19:25 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Heraklit112358</dc:creator>
        <guid isPermaLink="false">16857@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris,</p>

<p>Thank you for your answers.</p>

<p>I have another problem related to saving and loading.</p>

<p>I have a clock puzzle with two separate Animators: one for the big hand and one for the small hand. Each Animator uses an Integer parameter (BigHand and SmallHand) to move through animation states (0 → 1 → 2 → ...).</p>

<p>The current hand values are also stored in Adventure Creator variables.</p>

<p>The problem appears after loading. For example:</p>

<p>I set the clock to 8:30 and save the game.<br />
I continue playing and change the clock to 8:45.<br />
I load the 8:30 save.</p>

<p>After that, the clock becomes inconsistent. Sometimes one or both hands stay at the last position instead of the saved position, sometimes they return to the default position (12:00), and sometimes the hotspot behavior also becomes inconsistent.</p>

<p>It seems that the Animator state and the saved variable values become out of sync after loading.</p>

<p>Is there a recommended way in Adventure Creator to correctly restore Mecanim Animator parameters or Animator states after loading a saved game in a setup like this?</p>
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        <title>Strange behaviour of menu and variable setting</title>
        <link>https://adventurecreator.org/forum/discussion/16855/strange-behaviour-of-menu-and-variable-setting</link>
        <pubDate>Sat, 27 Jun 2026 17:34:08 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>Claudio</dc:creator>
        <guid isPermaLink="false">16855@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Chris. I have some actionlists built in this way<br />
Dialogue with question--&gt; a menu will open, with an input field. <br />
The player put the number in the field and press ok. Once ok is pressed, an action list will be called that stores the menu Element in a global variable and close the menu<br />
The menu is configured to pause gameplay<br />
Once closed, in my action list i check if the varible is equal to the correct answer, but it fails to check, But, if i put a wiat 0.2 before the variable check, everything works correctly.<br />
It's like if when the menu closes, the variable is set in delay...<br />
I have made 25 questions by now and i was wondering if there's no options then putting all those wait before check?<br />
I tried also to put the delay in the button menu action list, but did not worked</p>
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    <item>
        <title>Dialogue &amp; Play One Shot not working when paused</title>
        <link>https://adventurecreator.org/forum/discussion/16851/dialogue-play-one-shot-not-working-when-paused</link>
        <pubDate>Tue, 23 Jun 2026 08:38:07 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>freekygirl</dc:creator>
        <guid isPermaLink="false">16851@/forum/discussions</guid>
        <description><![CDATA[<p>Hi there,</p>

<p>So I'm having an issue where dialogue/sound (specifically the Sound: Play One Shot Actionlist) won't play while paused. I've looked it up here and it seems like AC was unable to play dialogue when paused in the past, so I'm curious if it has changed and if there's a way around it. If not, I'm having the following issue when a menu is played and the 'pauses game?' selection isn't selected for that particular menu (video):<br />
<a href="https://drive.google.com/file/d/19cYNRbyBe76u3lO0FXqq0fYA7RXCVc7v/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/19cYNRbyBe76u3lO0FXqq0fYA7RXCVc7v/view?usp=sharing</a></p>

<p>You'll see in the first part, I select a newspaper and it plays a sound, shows a newspaper, and you're able to put it back and move around again. This newspaper is working with a menu that pauses the game. After that, I go on to press a piece of paper on a bulletin board. You can see after I select it, I'm unable to press back (or actually, it looks like the game is technically going back as it unlocks the navigation again, but it won't take down the menu). This hotspot works with a menu that doesn't pause the game. That really seems to be the only difference between the two (and I've tested the other menu by turning off the pauses game and it does the same thing).</p>

<p>Here is the ActionList for the piece of paper hotspot on entering the menu:<br />
<a href="https://drive.google.com/file/d/1McUMg8RPXaethEgAgKDU-iRkQ2T92vzq/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1McUMg8RPXaethEgAgKDU-iRkQ2T92vzq/view?usp=sharing</a></p>

<p>Here is the ActionList for the piece of paper hotspot on exiting the menu:<br />
<a href="https://drive.google.com/file/d/1CejhlJkoJvCljvo07F2Kn-JNb73GAA9Z/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/1CejhlJkoJvCljvo07F2Kn-JNb73GAA9Z/view?usp=sharing</a></p>

<p>Not sure how to navigate around this... Thanks!!!</p>
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        </description>
    </item>
    <item>
        <title>Set Objective States</title>
        <link>https://adventurecreator.org/forum/discussion/16662/set-objective-states</link>
        <pubDate>Sat, 14 Feb 2026 13:41:23 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>SylvanKeep</dc:creator>
        <guid isPermaLink="false">16662@/forum/discussions</guid>
        <description><![CDATA[<p>Hello everyone,</p>

<p>I am currently trying to use Objectives as a quest journal. I am wondering if there is a reason why AC uses the state ID for <strong>Objective: Set state</strong>, but uses the state label for <strong>Automatic state-switching</strong>.<br />
Some of my objective states have the same label and only differ in their description, which means that I cannot select the correct state in the dropdown menu for <strong>All sub-obs complete</strong>.</p>

<p>AC: 1.85.3<br />
Unity: 2022.3.62f3</p>
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        </description>
    </item>
    <item>
        <title>Timer restarting after loading a save?</title>
        <link>https://adventurecreator.org/forum/discussion/16854/timer-restarting-after-loading-a-save</link>
        <pubDate>Fri, 26 Jun 2026 12:39:22 +0000</pubDate>
        <category>Technical Q&amp;A</category>
        <dc:creator>stelabouras</dc:creator>
        <guid isPermaLink="false">16854@/forum/discussions</guid>
        <description><![CDATA[<p>I have a timer setup like so:</p>

<p>Tic duration: 1<br />
Value increase per tick: 1<br />
Min value: 0<br />
Max value: 35<br />
Run on a loop?: False<br />
Only run during gameplay: True</p>

<p>which is not linked to a global variable.</p>

<p>When I start the timer, leave it to run for 5-6 seconds, then save the game and then attempt to load it, I can see that the Timer is initialized with the stored value (e.g. 6) and then when the <code>Start()</code> method runs it resets back to 0. Is that normal?</p>

<p>I am running Adventure Creator 1.86.1 in Unity 6.3</p>
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        </description>
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