The important aspect is unchanged from last time. You need to register the menu before turning it on, and unregister it only once it's fully turned off.
I can't say without looking into it further that it wouldn't have unwanted implications elsewhere.
I can certainly give it some thought, but it's always best to work with a practical example.
Would it be possible to PM me a scene that shows the is…
It's likely an interaction setting.
What's your Interaction method? If not set to Context Sensitive, check Single 'Use' interaction? in the Hotspot to emulate it for that Hotspot.
Not sure, when it comes to the Lit shader. Did you try underscores in front? Could be _BaseMap.
A standard Unlit shader, which IIRC does use _MainTex, should be cross-compatible. Give it a try to see if that's being written to.
Yes, something like this as a replacement for the StatCalculator script's Stat class should do it:
[Serializable]private class Stat{ [SerializeField] private string property; [SerializeField] private string baseVariable; [SerializeField] p…
It's fairly basic, but a script that'll keep character movement to a Spline can be found here:
https://adventure-creator.fandom.com/wiki/Snap_characters_to_Splines
Two issues with this:
1) If you've assigned the CursorID parameter in the Unity UI Cursor component's Cursor ID int field, then AC will be taking control over its value - you won't be able to override it through Actions.
2) The Trigger won't be abl…
Thanks for the steps.
The Equipment variables you're affecting here are updated as part of the stat calculation code, so you should avoid setting those values directly.
For consumables, sounds like you would need to have a "Base" variabl…
Thanks for the screenshots. It's a bit different to what I imagined, so the script above may not be the best approach after all.
Unity has a Splines package that may be useful here. I'll do some digging and see if there's a better method involvin…
Let's see to the lipsyncing first, if that's OK, since that's the underlying system at play.
The Speech Manager looks correct, as does the Lip Sync Texture component for the most part. Good point regarding letting it reference a non-skinned Mesh R…
The easiest way to remove an object's presence is to just move it off-screen, and let "Remember Transform" keep track of its position.
This component can also record an object's presence in the scene, but it's a bit more tricky to set up.…
(Quote)
It may be a bug, in that case? Could you provide a breakdown of exactly what's needed to recreate such an issue, starting from an unmodified import of the example package? I'll attempt a recreation and see what happens.
Those games aren't traditional adventures in the same sense that AC is intended for. A rudimentary date system, however, could be made using variables - including a "Day of the week" PopUp that increases by 1 on a loop each day. The Time…
Welcome to the community, @cruddish.
This being a visual issue, can you share any screenshots that show the scene's layout?
Likely the best way to handle this is a custom script that modifies the positions of the pathfinding points.
A script alon…
The StateHandler handles AC's updates - if there's a bottleneck, it'll come through the StateHandler but won't be the source.
Optimisations are included in AC's updates, but it depends on what aspects your game invovled. It would be worth testing t…