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Timeline is essentially a way of running multiple animation tracks together - regardless of their length. It's a valid option for basic interactions, not limited to "proper" cutscenes.
Either way, you'll first need to make sure y…
A more recent version of the example script can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Switching_input_method_dynamically
This script involves listening to a specific input to switch to Keybord Or Controller, so yo…
Welcome back to the community, @CutyDina.
* This is determined by the character's Minimum run distance field. You can reduce this to zero to disable the effect - but bear in mind that this may cause overshooting. The Retro-style movement? option, …
The length of time that audio-less subtitles remain on screen can be configured in the Speech Manager.
The Minimum display time (s) field sets the minimum length a subtitle will display for, while Display time factor affects the duration based on t…
AC's Constant ID system allows for cross-scene object referencing.
If you move your Action logic to ActionList assets, then scene objects they reference will rely on Constant ID values to retain links to them.
You can convert scene-based ActionLis…
The Action must wait for the character to reach the destination before it can control the rotation that comes after.
The combination of "waitUntilFinish = false" and "faceAfter = true" can only be set via script - it won't be po…
Are you using TextMesh Pro?
This is now a per-Menu option. You'll need to check the Menu's Use TMPro components? option for it to rely on it.
All changes made to AC that you need to be aware of can always be found in the "Upgrade notes"…
The best way to sync different object animations together is often to use Unity's Timeline feature, which AC can control via the Engine: Control Timeline Action.
For the scaling: you can use the Follow Sorting Map component's Edit-mode preview opti…
Welcome to the community, @peachthyme.
1) The AC Local variable's value itself should get restored correctly - you can check if this is the case by viewing the Variable Manager's "Local" tab with Show realtime values? checked after loadin…
Thanks for clarifying.
You can use the Character: Move along Path Action, setting the Method to Stop Moving, to stop the Player character from moving.
If you run this just before your Dialogue: Start conversation Action, they'll be standing still …
Welcome to the community, @Marron121. Thanks for the clear details, and apologies for the initial trouble.
You've encountered an issue that caused changes made by the New Game Wizard to not get saved by Unity correctly after a restart.
This shoul…
I can't reproduce that behaviour - what are your AC/Unity versions, is anything else mapped to "c", and are any other (skippable) ActionLists running at the same time?
Welcome to the community, @lukek.
Thanks for the report - though I'm afraid I'll need a few more details to diagnose the issue. Could you share your AC/Unity versions, as well as error message in full (stacktrace included), along with screenshots …
Automatically, the game will become paused if any Menu with Pause game when enabled? is checked.
Each Active Input has a Available when game is field, though, and this can be set to Paused to have it react during this time.
An NPC can be part of the prefab that gets spawned in.
The associated Action logic would need to come from ActionList assets, but if all the Paths / NPC objects are a part of the prefab, and the movement doesn't involve pathfinding, they should wor…
A Menu's Source is shared by all elements within it.
If by rewriting, you're referring to the Menu's logic, it shouldn't come to that, though. You can alter a Menu's Source, and link each element to a Unity UI component, without changing their oth…
Welcome to the community, @GRiMGOD.
You can normally allow for mouse-up interactions by checking Interact with Hotspots by releasing click? in the Settings Manager's "Interface" panel.
However, this is when dealing with Hotspots in the n…
Copying save files isn't the simplest option, in my opinion.
You can still have animations using the alternative technique - either embedded within the Menu UI itself, or by spawning in an animated background prefab at the same time.
Welcome to the community, @Scox.
Are your mentions of "Walk To" and "Pick Up" clicks referring to the "Nine verbs" interface? If so, I'm assuming this is for a 2D game - but please correct me otherwise.
To be clear: …