AC menus will always be drawn atop Unity UI ones, and as they don't involve Unity's Event System, they won't block interactivity to UI ones underneath.
Ideally, Unity UI would be in use for all Menus - at least those that can be shown together. Ot…
A dummy Hotspot like this should typically be placed on the same object as the Draggable - is it placed on a child because yours is a 2D game, so that a 2D collider is necessary?
We'll need to solve these issues separately - remove the Hotspot for …
The Options script's LoadPrefs function makes calls to PlayerPrefs, both from the Options data and the Save system.
Options data is similarly handled with a separate interface subclass - OptionsFileHandler_PlayerPrefs is the default.
All such call…
Welcome to the community, @Flavio.
I can't think of any specific reason why this would happen - particularly due to saving. What's your Unity version, and have you made any changes to the save system / Save menu?
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Is this to say that the i…
It's hard to say if this is a bug or not, as it depends on the size of your screen and texture. Unity UI would not have this issue, however.
To help pin it down, open up AC's MenuGraphic script and replace the line (around 530):
if (graphicType =…
Try unchecking Wait For First Frame in the Video Player component's Inspector.
If that has no effect, try the following test:
* In the first Action, check Player can skip?, and enter in an Input button (defined in the Input Manager)
* Press that i…
Can you share images/video of how the NavMesh and wall collider appear both before and after the issue?
Does your NavMesh make use of character evasion? As a test, what is the result of disabling it if so?
The latest AC release allows Direct-cont…
No problem.
Though - if you're just starting out - I'd recommend scaling up your graphics so that they're more in line with the sample content.
AC's default values for speed, movement etc all assume that your game uses a standard Unity scale, i.e.…
What's the Menu's Appear type property currently set to?
A Menu will turn on automatically if its "Appear" condition is met - I'd expect what's happening is that the Menu is turning off (due to your Action), but turning back on immediatel…
Welcome to the community, @kettilman.
If you have "Player switching" enabled, then you can check the Character: NPC follow Action's Move inactive Player? option to show a drop-down list that lets you select the exact Player character you …
The item needs to be selected - just hidden from the cursor.
Remove the Use interaction from its properties, and then - in the Cursor Manager - adjust the When inventory selected field.
A script that allows for the flash input to be held can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Hold_input_to_flash_Hotspots
The Additional Scripts prefab is from a much older version of the template, but the code involved (which is still a part of it) only relates to the auto-setting of the "Walk to" cursor mode, not the click behaviour.
The "Walk To"…
Your scene has two Narrator objects - the one shown in your screenshots isn't the one referenced by the Timeline, as its Constant ID is different.
The error message comes from a custom script, ACSpineExpressions, line 319.
I'll attempt a recreation.
What is your Unity version, and does this occur when testing in the Editor by manually widening the Game window while in "Free Aspect" mode?
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Can you share screenshots that compare cameras that show the …
Thanks for the details.
I expect this is due to use of a shared VideoPlayer for all clips - as swapping out one clip for another would require a moment for the new data to get loaded in.
You can test if this is the case by creating a separate Vide…
Is the UI involved coming from Dialogue System, or is it an AC Menu?
If the former, it may be a setting on the Dialogue System side of things. PixelCrushers should be able to help you if so.
If the latter, can you share your AC/Unity versions, as…