It should be possible through use of this script on the AC wiki:
https://adventure-creator.fandom.com/wiki/Simultaneous_Hotspot_labels
Essentially, with your settings, Hotspots will become highlighted when within the Player's boundary - but still …
The position of your Hotspot label is set by the "Position" field of your Hotspot menu, in the Menu Manager.
Set this to "On Hotspot" to have it appear at the position of the Hotspot it is showing the name of.
Not in the Event Manager, as pausing the game affects the way ActionLists are played back. However, it is possible through script using the OnEnterGameState event:
using UnityEngine;using AC;public class PauseGameEvent : MonoBehaviour{ void OnE…
Sounds very strange - any chance of a video/screenshot to show the issue occuring?
What's your movement method / camera set up like, and what are the properties of your Interaction menu?
This is possible with a custom script that hooks into the OnRequestFootstepSounds custom event.
There's a few ways you can go about this. Here's an example script that lets you define a set of normal/alternative surface names for a character. For…
Do the animations involve affecting the character / sprite's position, and do you keep the Scene window open when testing in the Editor? In my experience, this can have an effect.
Try enabling "Always Animate" in the Animator component.
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So the Inventory element is invisible, but the Hotspot menu is behaving as though it is?
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The warning relates to the naming convention of your menu - is your Menu named "Inventory"? If not, adjust the code so that it refer…
It should be possible, but I'll need to give it some thought about the best way to implement it. Leave this with me for a moment and I'll get back to you on this shortly.
This can be the case if your Movement method setting is Direct.
With this mode, a Hotspots in vicinity field will appear, and setting this to Nearest Only will cause the nearest Hotspot to become automatically selected as you approach it.
What's y…
Not built-in, but it's a good suggestion.
Here's a custom Action (ActionContainerCheckFull) that should do it:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionContainerCheckFul…
Getting a Unity UI-based Menu to be re-positionable is a case of assigning a RectTransform boundary, yes. AC will set the position by adjusting this, so setting it to an immediate child of the Canvas root, but a parent of the visible components, is…
Does pressing Escape also skip non-dialogue cutscenes, e.g. Engine: Wait Actions?
Are you using Input Manager, or Input System (together with AC's integration for it) for input handling? This behaviour sounds like you're invoking the "EndCuts…
Thanks for the details.
With your combination of interface options, the intended behaviour (on the AC side) should be as you describe - you must still mouse-over Hotspots to select them, but only Hotspots within the detector should be selectable. …
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The presence of Input System and the disappearance of the Menus.
I've followed the steps, but the main issue I'm seeing is the use of the Basement scene to test with.
The two demo scenes both force the use of their respective Managers - an…
Does launching within the Editor cause them to display? I'm unsure how the two would correlate, but I'll follow the steps to attempt a recreation.
When using the New Game Wizard, what's your "Default interface" set to on the last page be…
That's a very old version - are you not able to update?
Does your Player's root have a Rigidbody2D component attached? Share screenshots of your Player's root Inspector, and your full Settings Manager, and I'll see if I can spot the issue.
When using AC menus, elements can only be rendered within the confines of the Menu it's a part of. The Menu itself is too small - you can increase its size with the Size W/H sliders.
Though, I recommend relying on Unity UI for this, as it's much b…
Place the scene's Room object (which includes the wall) on the Default layer, instead of its default NavMesh layer. Any object that's on Default, but has no Hotspot attached, will block raycasts to Hotspots.