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Version 1.84 - Unity 6.1 - Interface (Menu, inventory) and cursor not Working

edited August 21 in Engine development

Hi everyone,

I bought adventure creator yesterday (version 1.84.3) and I started the tutorial "Recreating Unity's adventure game".

I'm currently using Unity 6.1

My problem is that after creating and integrating the character into the security room, nothing about the interface works. The cursor icon gets stuck and the UI (menu or inventory) doesn't work either.

I also tested the built-in demos with AC (2d and 3d) and they don't work either. The menu does not work and the cursor remains fixed.

Is there a problem with this version of Unity?

Here are some images of the panels.





This last image concerning the 3d demo nothing works, nothing is clickable and the cursor does not move either.

Thank you for your feedback.

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Comments

  • It works now.

    I closed Unity and got this message when I reopened

    it I restarted again and it fixed the problem. Everything works.


    On the other hand, a package that is used seems deprecated.


  • Welcome to the community, @lisbeth.

    The Visual Studio Code Editor package isn't used by AC - you can remove it safely without impacting your game.

    The input issue is to do with the "Active Input Handling" setting in your Project settings, which determines which of the two input modes your project uses.

    With Unity 6.1, they've now made Input System the default option, which requires setup to use with third-party assets, unlike the old "Input Manager" option which was run entirely through code.

    If you set this option to "Both", then you can use both modes, and AC will work automatically.

    If you use "Input System", then you'll need to have AC's integration for it installed in order to use it in your game. This can be installed from the New Game Wizard's Templates section.

    If your game now has input, you may wish to leave things as they are for now. If/when you wish to switch over to Input System, you can install this template without re-generating your AC Managers - just choose "Modify existing" from the New Game Wizard's first page.

    A quick note about tutorials: the 2D Primer video is the most up-to-date, and covers the topic of Input System and the installation AC's integration for it.

  • edited August 22

    Hi Chris,

    Thank you for your answer. I'm going to look at the input system part in detail with the other videos when I'm done with this one.

    I have another problem when we take the glasses.

    My problem is that when I add the Constant ID number in the inspector, and then I want to do "apply prefab", I don't have "apply prefab" and so after deleting the player object, when I get the glasses, I don't see them appear.

    And if I check the disguise box, they appear from the beginning.

    Thank you for your feedback.

  • I have a similar problem for the rest with the hotspot text change.
    As I didn't apply prefab, the change can't be saved.

    Do we now have to do things differently with this new version of AC for this kind of thing?

  • The "Apply Prefab" operation is on the Unity side of things, but they did change it slightly since this video.

    You need to go to the root of the prefab (in the scene), and from there you can click on the "Overrides" dropdown at the top of their Inspector, and click on "Apply All" to apply all changes made to the prefab.

    Alternatively, any changes you make to the prefab while in "Prefab Mode" (opened by double-clicking the Prefab file within the Project window) will be applied automatically.

  • Hi,

    Okay, thank you. I finished the tutorial, it was very interesting. On the other hand, I encountered a bug that I didn't understand. When I used speech by adding the sounds for each dialogue, the dialog windows were no longer displayed. And the few texts that didn't have sound like when we get the part, there was the window with the text that was displayed correctly.

    I have a question about to the character.

    When I finished the tutorial, I imported a character that I had modeled with its animations. I created an animator controller in which I created the animation logic and created the character with AC.
    I then added the character in the settings and my character works very well except that it is very slow, a bit like in slow motion.

    I checked the animations and they work great.
    So I tried to add a multiplier in the controller animator by checking the parameter box to speed up the movements but it gives an accelerated result while keeping this slow motion in the movement of the animations.
    So I told myself that it wasn't the problem with the animations.

    So I decided to apply the "ClickToMove" controller that we use throughout the tutorial and it always gives this slowed down effect. When I put back the player that we use in the video it works correctly.

    Do you know where this could come from because even using the other controller it gives the same result with this strange slow motion ?

  • I found out where it came from. It's related to the movement part in the character's inspector.

    On the other hand, this time, even with the same values as the character in the video, my character moves way too fast.

    And if I set walk speed scale back to 1, the character becomes slow again.

  • I was more or less able to adapt the speed to my character. I removed the multiplies and increased the walk speed scale very slightly.

  • When I used speech by adding the sounds for each dialogue, the dialog windows were no longer displayed. And the few texts that didn't have sound like when we get the part, there was the window with the text that was displayed correctly.

    This is due to the way AC's Subtitles option works.

    If the "Subtitles" option - accessed in-game via the Options menu - is enabled, then the Subtitle menu will appear for all speech lines. If disabled, it will only show if a line has no associated audio.

    I then added the character in the settings and my character works very well except that it is very slow, a bit like in slow motion.

    A character's movement speed is separate from the speed of their animation, unless Apply Root Motion is checked. As you've found, you can configure the movement speeds within the Player component's Inspector.

  • Hi,

    Okay, thank you for your answer.

  • Even when trying to fine-tune things, my character still feels like I'm skating a little bit like he walks.

  • Generally, this kind of situation is best handled by using a Blend Tree for your idle/walk/run animations, as this allows you to scale the speed of those animations based on how fast the character is moving.

    If you'd like to share images of your setup - the character's root Inspector, and their Animator - I'll try to spot what's wrong.

  • edited August 26

    My animator is relatively simple, I followed the example on the AC website "Making a 3D character".



  • You can find a guide to creating Blend Trees for Player characters at this point in AC's 3D Primer tutorial.

  • Okay thank you, I was thinking of doing this tutorial entirely.

  • edited August 28

    I have another question about the menus.

    I followed the tutorial "Creating a Title-screen menu" but I'm having some problems.

    I did create my menu that I called ScreenTitle while following the tutorial from a copy of the pause menu. I did edit the first button by putting it on Run action list with an actionlist that allows you to switch to another scene.


    In my scene I did create an empty gameobject with the event runner and the tutorial settings.

    The problem is that the menu that appears is not the one I created. Here is the menu that appears:

    while in the one I created you can see that it is only composed of 4 buttons. I looked in case if another menu had the same name but no, there is none that exists. I don't understand what's going on. However, the first button sums up switches to the scene I put in the actionlist.

    My second question is that I created another menu from the InGame menu that I called HotSpotVisible. I put the button in Run action list and I created an actionlist.



    I duplicated the InGameUI UI to quickly create this menu.

    I would like that when the player clicks on this button, all the hotspots that are in the scene are visible for a few seconds before being hidden again, to allow the player to know where the hotspots are.

    My problem is that I don't really know what to put in the actionlist. In the HotSpot actiontype there isn't really a parameter to do this. There is no visible or invisible parameter. In addition, it should apply to all hotspots in the scene.

    In addition, I wanted to add this menu so that they appear permanently like the menu button in the scenes because in the tutorial it is explained that to do this you have to specify it in EventEditor but I didn't really understand how it could be displayed from there. I looked for where the menu was displayed to do the same but I couldn't find it.

    Thank you for your feedback.

  • The problem is that the menu that appears is not the one I created. Here is the menu that appears:

    Your Menu's Source is set to Unity Ui Prefab, which causes the rendering of the Menu to be handled by a UI Canvas prefab. This is assigned at the bottom of the Menu's properties. Your Menu has this assigned to "PauseUI", which is the UI prefab used by the Pause menu.

    If you copy a Unity UI-sourced Menu, you'll also need to copy its linked UI prefab, and assign that prefab in the new Menu's properties. You can then modify the UI prefab to suit your needs. Any un-linked UI Buttons, such as the Profiles button you're seeing, will be visible by default. You'll need to remove unwanted Buttons from the UI prefab.

    A ready-made "Title screen menu" template is also available in the New Game Wizard's Template page.

    My problem is that I don't really know what to put in the actionlist. In the HotSpot actiontype there isn't really a parameter to do this. There is no visible or invisible parameter. In addition, it should apply to all hotspots in the scene.

    You can show all Hotspots in the scene by defining and pressing an input named "FlashHotspots".

    To invoke this from an ActionList, you can use the Input: Simulate Action, provided that the ActionList's When running property is set to Run In Background.

    You do not need to run this via an Event. I'm not sure where you're seeing this mentioned as required, but your Button element in the Menu Manager can assign this ActionList directly.

  • edited August 29

    Okay, I thought it was something dynamic actually, that's why I didn't do a prefab for the menu. It's okay, it works well. Yes, I did add the template but I wanted to create one entirely myself.

    For the hotspot button I set the click type to simulate input with button and I added the FlashHotspots which is configured in the controls.

    But that's just for the input, the code itself in the action list, which nodes to use?

    The thing I don't understand is how concretely we display this new button on our interface like the menu button we see in each scene. For the screen menu we use an empty gameobject because it corresponds to a specific scene but to add new buttons as an interface to our scenes.

    In Unreal we display the interfaces with the widgets by adding them with an addviewport nodes whether in the level blueprint or elsewhere but here, concretely, how do I add simply my new interfaces. I searched the Manager menu but there is nothing that seems to be able to display an interface directly on the scenes.

    I looked at all the configuration of the InGame menu and I have exactly the same options with During Gameplay for Appear Type, I also changed the layer in the inspector but the interface of my button still doesn't display.

  • What's the specific issue you're having? That the HotspotVisible menu is not showing? Its properties are correct - are you getting any warnings about it in the Console window at runtime?

    When a Menu is linked to Unity UI via Unity Ui Prefab mode, AC connects your Menu's elements to their UI counterparts via a Constant ID number. This is handled automatically, as you assign each UI object (Button, Text etc) into the Menu Manager.

    It's the UI prefab that needs to contain all the Buttons etc you wish to display. The Menu Manager is then used to control which are shown and at what time.

    Unity UI is an extra layer of complexity, however. If you wish, you can set the Source option to Adventure Creator, to just use AC's built-in system. It doesn't have the same styling flexibility as Unity UI, but it's easier for rapid-prototyping as you can preview Menus in the Game window and there's no object-linking to manage. Oftentimes, it's handy to get your Menus up and running with the Adventure Creator option, get things functionally working as intended, and then switch over to Unity UI later on.

  • My problem is that the menu I created doesn't appear in the scene.


    There is nothing and I have no errors in the console. I was wondering if there was anything specific to do because it doesn't appear at all.

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