Resetting the game via the Action is the easiest way. You can reset through scripts, but when it comes to scene data it's all or nothing - you can't reset the local variables of a given scene, rather you reset all data within the scene, Remember co…
The screenshot is of the third-person camera. Are you referring to the walk speed of the character itself? That's independent from the camera - the walk speed of the Player character is set in their Player component.
As it's a visual issue, any video/screenshots you can share to illustrate it will help clarify the situation.
AC won't control the rotation of your assigned "sprite child", so it may be that you can look into a custom script that handles …
Welcome to the community, @Noserdiver.
Apologies for the confusion. Since recording, the Character wizard button in the top toolbar has been replaced with separate "Player" and "NPC" buttons in the Scene Manager's "Prefabs…
Yes, InteractionA is the input needed for Hotspot interactivity.
Variables values can be shown in the Variables Manager at runtime if Show realtime values? is checked.
What's your game's Movement method, and does your Player have Move with Rigidbody 2D? checked in their Inspector?
If so, and the Rigidbody 2D is Kinematic, then they'll be moved using MovePosition. Otherwise, they'll rely on AddForce. Is there im…
The Player would need to be in the same Sorting Layer as objects you want to be able to visually interact with (i.e. control one overlapping the other). That's true whether you use a Sorting Map, or instead your URP asset's Transparency Sort Mode, …
I'll need to attempt a recreation - what are your AC/Unity versions, and does this occur with the Sample 3D Player, available as a Template in the New Game Wizard?
If you can share screenshots of the Player's Inspector, your Settings Manager, and t…
There's currently no [timer] tag, but that's an excellent suggestion - I'll see this gets included in v1.82.2.
Timers will be reset when the game is restarted (via the Engine: End game Action), and also if the Variable: Set Timer Action is used to …
Is the Variable value toggling in the Manager?
The "Turn Off" / "Turn On" commands won't work on Unity's built-in components - you need to attach a script that will be able to respond to those commands.
Try attaching this, sett…
If you leave "Element name" blank, the event will be called when hovering over the Menu but no Element. Rather than creating Buttons arround Exit_Button, you can use the ActionList: Check parameter Action to compare the "Element name…
It is possible to use a script if necessary, but did you leave the event's "Element name" field blank? The event should fire when leaving the element as well, in that case.
Are these description labels in the same position? If so, you c…
Your Active Input's Input button needs to be set to FlashlightToggle - the name of the Input in the Input Manager, not the keyboard key it's ultimately mapped to.
Smooth turning isn't about the number of directions - rather, by adding transition animations between them.
For example, if the Move Speed is 0, the Direction is currently 2 (Right), and it switches to 1 (Left), playing a "turn right-to-left&q…
A hybrid approach of AC + a simple custom script is likely the best way.
Firstly, you'll want to store any data that gets displayed for a given Item as part of that Item itself.
For example, if you want to show a description, create a new Inventor…
I've used your settings and still can't recreate. Though, since the page will be open on the first page by default, and the Button is set to only show when its effective, it'll need to be flipped to the next page before ShiftLeft have an affect.
I…
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Set the Input's Positive button field to mouse 1.
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A custom script that provides this behaviour can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Hold_input_to_flash_Hotspots