Thanks for clarifying.
You can do this by overriding AC's input detection, and have it simulate left/right arrows keys based on the mouse position.
Copy/paste this code into a C# file named CursorStrafing and attach to a GameObject in the scene, o…
This is an old thread - AC now has built-in support for TextMesh Pro. For Super Text Mesh, you're using this script I assume?
https://adventure-creator.fandom.com/wiki/Super_Text_Mesh_subtitle_integration
It would be a case of setting the compone…
Welcome to the community, @WK_molimoli.
It can be done with a simple custom script.
I can assist with this, but I'll need to be clear: you mention use of the first person camera - are you looking to have the character physically move sideways, or …
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Sorry, to be clear: does this mean it works when your element is visible by default?
Is your Inventory menu named "Inventory", and what's your AC version?
The message you've pasted should only be a Warning - are you getting an Er…
What is the specific AC version you're using? If updating completely isn't an option, you could try importing just the latest versions of the files that deal with scene-switching (SceneChanger / SubScene / SceneInfo / ActionScene / ActionSceneAdd).…
This should do it:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck { public int categoryID = 0; /…
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If you've already written a custom script function that makes your intended check - i.e. a function that returns a bool value - share it here and I can help convert it into a custom "check" Action.
To clarify: this issue only occurs when using your custom script?
Switching levels manually is a separate operation to loading a save file. When you load an AC save file, AC will handle the scene-switch automatically based on the data within.
AC …
You can fix the error message by adding this just above:
if (_event == null) continue;
That won't resolve the underlying issue with events, however. Do all the events you've defined run correctly?
Yes, the [timer] tag will let you do this with a time-formatted display. You can currently use the [var] tag, if you've linked the Timer to a variable, but it'll show the raw value, not one formatted to appear like a time.
What is it exactly you're looking to do that makes the provided "Restart Game" command unusable in this case? That would essentially perform the same operation - clearing the data of each scene.
* Afraid not - you'd need the use of Unity UI for any custom animation. Do any error messages appear when using Unity UI?
* You don't need custom code if invoking the input is enough, but if you did - create a new C# script, and place the code in a…
You can map SkipSpeech to the same input button that Submit is mapped to, but I'm not clear on the reset behaviour you're describing. Does your ActionList run in the background?
By design. The Title screen Menu pauses the game for consistency with the other menus, e.g. Save/Load/Options that it connects to.
To navigate it directly, either allow direct-navigation while paused and assign an element to auto-select (it it use…
What's the underlying issue preventing you from currently using the same Container menu for both situations? If it's a case of the two Menus having different properties, you can adjust these at runtime through code - see this tutorial for details.
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1) You wouldn't involve a new Menu for this - if you use Unity UI for your Inventory menu's Source, you can attach an Animator and a script to each of the Buttons that display items, and have an animation play if the item represented is the one that…