Hi Chris and AC Community,
I'm working on a 2D point-and-click game using Adventure Creator 1.83 in Sprites Unity mode, and I’ve hit a wall trying to swap the player’s Idle and Walk animations after a one-time custom animation plays (like changing clothes).
My Setup:
"TommyWalk_R"
and "TommyIdle_R"
and work fine with AC controls.The Problem:
I play a custom animation (“TommyPickUp”) using "Character: Animate → Play Custom" and then immediately try to update the player’s idle and walk animations using "Character: Animate → Set Standard: Idle/Walk"
What happens:
If I remove the Change Idle/Walk step, the custom animation ends and returns to idle properly.
But the moment I try to change the Idle/Walk animation through AC actions — it breaks.
What I’ve Tried:
Engine: Wait
.Also attempted the same logic via script using:
character.idleAnimSprite = "TommyIdle_Clothes";
character.walkAnimSprite = "TommyWalk_Clothes";
but same result: gets stuck on custom animation frame.
I simply want to:
TommyDressUp
)This is a one-time upgrade to the player’s visual state, and I want the player to keep using the new Idle and Walk animations from that moment on.
Questions:
Thanks in advance for any help. I’ve been through the manual and forum but couldn’t find a reliable solution to this specific behavior.
Best regards,
Max
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Comments
Welcome to the community, @elmaxo.
The approach you've described sounds like the right one. Can you share screenshots of the exact Actions you're running - as well as the Animator Controller?
The Character: Animate Action has a dedicated Reset To Idle method that should force a reset, but it shouldn't be necessary here from what you've described.
Actions should be enough for this.
A couple of things to try / look out for:
Hi Chris,
Thanks so much for your reply, and apologies for the delayed response!
In the end, I decided to switch to Sprites Unity Complex, and I’m happy to report that everything is now working smoothly. I made the switch primarily because I needed more control over the animation state not just for the main character, but also for NPCs, especially as the number of interactive animations increases.
That said, I’ve kept a copy of the original setup using Sprites Unity and will revisit your suggestion there, just to better understand what the issue was and learn more about how AC handles it internally.
Really appreciate your support, I’ll keep you posted with any findings!
Best,
Max