Welcome to the community, @lapsking.
Menus can be restyled in the Menu Manager - select the Hotspot menu to tweak its appearance.
Be aware, though: a key property in a Menu is its Source field. When set to Adventure Creator, all style controls - …
Does your character have a "Sprite child"? It'll need assigning in the NPC Inspector. Nothing stands out otherwise.
I'm confused, though: you said earlier that it was the body animation that was being duplicated - did it change to the h…
OnLoad will be called when a save-game is loaded. If you place an ActionList: Comment Action inside it, before Engine: Control Timeline, does it print in the Console?
Alternatively, you can attach the Event Runner component to your Timeline and us…
No problem.
PopUps are useful but can only take one value. It'd be appropriate here if story sections were always completed in order (i.e. 3 can only be true if 1 and 2 are).
Otherwise, be sure to use a trailing slash in your variable names to ke…
Yes, quite right - it's to do with multiple instances of the event being called during a blend.
I will implement the linked fix into the next AC release - thanks.
Is this for a 2D or 3D game, and are you using Player-switching? If so, there's an Auto-sync Hotspot state? option that will automatically disable the Hotspot on the active Player.
Otherwise, share screenshots of the Player's root and Hotspot obje…
Disabled objects won't be included in a scene's save data, so if you want to save it normally then it will need to be enabled, yes.
One potential way around this would be to have a separate GameObject, with a custom Remember script that references …
There may be more to it, but the main thing I'm seeing here is that the sounds aren't being played from animation events.
The Footstep Sounds component's Play sounds field is set to Automatically, which uses pre-set timing values underneath. Set t…
Use Variables to keep track of what images been "unlocked", e.g. "Image 1 unlocked", "Image 2 unlocked" etc.
When the Menu turns on, check these variable values to show/hide elements accordingly.
You can then set thes…
Two ways:
* Don't use narration speech, but instead update a String variable whose value is shown in a Menu that gets turned on for a set time
* Use Timeline speech, with which you can control exactly how long each line lasts
SetActiveHotspot only supports one Hotspot at a time.
It ought to be able to enable multiple interaction menus at a time by - through code - duplicating a Menu, initialising it for a given Hotspot, and turning it on. Something like:
var newMenu =…
Rather than checking Play on awake in the Playable Director component, use AC"s Engine: Control Timeline Action to play it back from your OnStart and/or OnLoad cutscenes.
Integrations for Lipsync (including the one that was once included in AC) can be found on the wiki:
https://adventure-creator.fandom.com/wiki/Category:Integrations