Stop as in pause time? You could try turning on a Menu that pauses the game just beforehand.
You'll need to similarly turn it off again once the ad is over. Does the ad system have a callback that can be used to e.g. trigger an ActionList once it…
The addon script works by auto-detecting the presence of a Dialogue: Start conversation Action in a given ActionList. It may need some amendment to work with your needs.
To be clear: in AC terms, a "Conversation" is just the act of displ…
Your Character: NPC follow Action doesn't reference an inactive Player - but an NPC within the room.
Remove the NPC from the scene, and have SarahShotgun appear in the scene by default (e.g. by updating their "start data" in the Settings …
What are the exact positions - shown in the Transform Inspector - of the pieces when they start in a pile?
Take one piece, and test removing its Remember Arranging Puzzle Piece component, if attached.
As the Action's UI is dependent on the controlled character's animation engine, it needs to know exactly which character it's affecting.
When Is Player? is checked, it will rely on the Settings Manager's "Player prefab" field(s). Do you …
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Is this to say you can't replace this with an Object: Teleport Action to move the character out of view?
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This will happen automatically if the scene-based Actions reference a prefab, rather than an object in the scene.
If you updat…
You need to inform AC that the text within the Action that it can be translated, yes. Implementing from ITranslatable tells AC which text is up for translation, what its type is, etc, as well as provide functions to update it externally.
It would be possible with a custom interaction system - see the Manual's "Custom interaction systems" chapter for details on how these are generally implemented.
Essentially, a script would scan the entered text for verbs, listed in the C…
Thanks for the details, but I'm afraid I'm having trouble following the situation.
Are you able to provide steps - starting from the provided example scene - recreate the issue?
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The "true" default Menu Manager can be found in /Assets/AdventureCreator/Default, with their associated UI prefabs in /Assets/AdventureCreator/UI. What are the behaviours when using this asset, and both AC and Unity UI as its sour…
Yes - both Actions and MonoBehaviour scripts can implement the ITranslatable interface to have them be picked up by the gather text process.
For more, see the Manual's "Custom translatables" chapter, as well as the CustomTranslatableExamp…
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What I'm getting at is the placement - is it placed over the PlayerStart such that it runs immediately when the scene begins?
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The link is private.
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And switching to Room#2 reveals SarahShotgun as being present there?
Is thi…
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You can do this with the Menu / Hover event in the Events Editor, which will run either when hovering over any element, or a specific one you define.
It may not be so much related to Spine, which only handles animation - not movement - but another setting, such as the presence of a collider. Does the issue remain if you remove their Circle Collider 2D?
What are your AC/Unity versions, and how d…
Where does the menu with the override appear in the Menu Manager stack relative to the Hotspot menu?
Menus are processed top-to-bottom, so if you want the Hotspot menu to "react" to the override one, make sure that it's placed beneath it.…
I'm not clear on the context - is this Trigger supposed to run whenever the scene begins?
What's the error message in full - stacktrace included? I'm not sure if this is a separate issue. When an inactive Player follows the Player across a scene,…