Is this to say that unchecking Affect character size? causes it to work?
If you can share screenshots of your Character's root Inspector, their sprite child, and the Sorting Map, I'll see if I can spot the issue.
The Character Wizard was updated recently in v1.82 - it's no longer at the top toolbar, but is instead available by clicking the Player or NPC buttons in the Scene Manager's "Scene Prefabs" panel.
The 2D character tutorial has been update…
The PlayerStart you assign in the Scene Manager is used as the scene's default - i.e. the one to use if a more appropriate PlayerStart is found.
A scene can have multiple PlayerStarts - add it from the Navigation panel of the Scene Manger, and conf…
There's no Editor option for it, as it's a runtime property. You can set it through code with:
AC.KickStarter.playerInput.CanKeyboardControlMenusDuringGameplay = true;
(Quote)
The Arranging Puzzle template doesn't render selected items via the cursor - it automatically set the Cursor Manager's When inventory selected field to Change Hotspot Label when a puzzle item is selected, and restores its original value when…
You're using the Spine integration on the AC wiki?
https://adventure-creator.fandom.com/wiki/Spine_Integration
The Character: Animate Action's "Set Standard" method can be used to change the name of the Idle animation at runtime.
Generally, it's a case of either relying on a separate rig for each of the directions, and showing/hiding each rig as part of the animations, or using a single rig and showing/hiding (or even just swapping out) sprites as necessary.
For example, yo…
If the icons represent Inventory items, then you can rely on a Container object + Menu to let the Player click them to transfer to their own Inventory.
Use the Scene Manager to create a new Container, assign the Items you want it to hold, and open …
The Chat Log is effectively a single Text box. When options are shown, they're not displayed in regular UI Buttons, but as links embedded within the Text box itself.
I've updated the template with a "Direct Navigation" option that should…
From what you've described, it sounds like a good approach. You can selectively disable AC's systems, such as the cursor and interaction systems, with the Engine: Manage systems Action if you want to temporarily replace built-in behaviour with your…
Best to rely on global variables if you need to be able to access them without opening another scene. Opening each scene at the start of the game to gather local variables would cause issues with the startup logic for each scene.
You could still r…
You can configure the automated display of icons above Hotspots in the "Hotspots" section of the Settings Manager.
You'll need to make sure your Hotspots have a Highlight component attached and assigned, however.
The closest AC comes to this mechanic is the "Item arranging" puzzle template over on the Downloads page. This provides the ability to "grab and drop" sprites in the scene, "winning" if you place them in the correct sp…
Welcome to the community, @mistywidow.
Yes, the character wizard has been replaced by separate Player/NPC buttons in the Scene Manager's Prefabs panel.
I've added a pinned comment about this to the Youtube video, thanks for letting me know.
It's likely very simple, but I can't tell what the input issue is without seeing it for myself. If you can create a .zip of your project, you're welcome to PM it to me to look at.
Your Menu doesn't look like it has a Graphic element to display the texture.
The background texture in your Menu is a static image, and the Journal elements (PageLeft/PageRight) are text-only.
To display the Journal's page texture, you need to cre…
To set the Timescale to zero:
AC.KickStarter.playerInput.SetTimeScale (0f, true);
I recommend instead useing the EnforcePauseMode property, however.
To have Speech to play while paused:
void Update (){ var speech = AC.KickStarter.dialog.GetLa…
Uncheck Has Exit Time in your transitions - otherwise, the animations will need to play in full before they can transition.
The QTE_Canvas prefab will need to be removed from the scene. So long as you have a Menu with this name, which has this pre…