Apologies for the delay, but I've looked into this to see if there is an easier workaround - and there is, through the use of the alternative pathfinding method, A Star 2D.
If you switch to this in the Scene Manager, navigation will then rely on th…
There's a couple of simplifications you can make.
Firstly, you can automate the setting of the String variable by having a script that simply sets it to the label of the last-clicked Conversation option:
using UnityEngine;using AC;public class Aut…
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Objective states don't currently have their own texture fields. Through scripting, it is possible to alter an Objective's texture - just right-click the field's label to get an API reference to it.
Are you looking to override the displaye…
Welcome to the community, @Gregocreate.
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As in, involve one "click" from the Player? Click/tap down to bring it up, and release to run the interaction?
Does your game involve the mouse, or a touch-screen?
The following settings …
I've written a custom Action to control and wait for Timeflow sequence playback here:
https://adventure-creator.fandom.com/wiki/Timeflow_Animation_System_integration
I do not dispute the issue - but the issue lies with Unity, not with AC.
The workaround is to rely on Unity UI. The component I send jusic was to do just that, only for his Hotspot icons - not Menus. For Menus, the provided "Unity Ui Prefab&…
That it only occurs on iOS is not due to AC - this is hardware / Unity issue. You'll need to follow my suggestions above to work around it. Swithing to Unity UI is the best option.
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There's a couple of approaches - what's the condition to show one style over another?
If it's fixed by character (i.e. John is always on the left, Mary is always on the right), then you can create a second Subtitles menu, restyled for the o…
The black border surrounding the icon suggests that this is the from the Interation menu after all.
For the icon to alter the cursor itself (i.e. the cursor switches to that icon), you can check the Hotspot's Single 'Use' interaction? option.
Othe…
Games from the 80s achieved that pixel-perfect look because they were rendered at such low resolutions.
You can try making use of Unity's "Pixel Perfect Camera" to align sprites along the same pixel "grid", but it may be a case …
What is your Cursor Manager's Cursor rendering field set to?
If set to Software, then each Interaction icon defined will have its own Size field that will control how large they appear. Are these all listing the same size?
If they aren't showing,…
Tricky - but I think the core logic could be done mainly with ActionLists, just a little extra scripting needed.
Essentially, each piece would be a regular Hotspot - but then also have an associated Item defined in the Inventory Manager. Clicking …
If you're only looking to switch to a first-person perspective camera, and not actually have the Player move around in a traditional first-person manner, you don't need to rely on AC's "First Person" movement method.
Instead, use this cam…
As in, which characters speak in a given ActionList?
You'd need to use scripting, but it's quite simple: just search the Actions for instances of "Dialogue: Play speech", and then extract the characters involved.
Something like:
public …
Welcome to the community, @Tooa.
The "Reset To Idle" command only deals with the base layer, as it forces the playback of the idle animation which is always on index 0.
When did you download the Spine integration from the wiki? I update…
Version 1.81.6:
* Added: Performance improvements when saving games that already have saves present
* Added: Option for Direct-controlled games that use Player Vicinity detection to still require the cursor to be over the Hotspot for interaction
* …
Is the interaction icon being displayed as part of the Interaction menu, rather than an actual cursor? That is, clicking the icon should run the associated interaction - as with the 2D Demo (Choose Hotspot Then Interaction mode).
If so, then the i…
So this is to do with the Menu, rather than the cursor?
Which aspects of the Menu, specifically? I'll still need to see a screenshot of a texture Inspector that has the issue.
Are you using Gamma or Linear colour space?
As I mentioned earlier in…