You can use the GetCollectedDocumentInstance function to get the DocumentInstance equivalent of a given Document (or ID):
DocumentInstance documentInstance = KickStarter.runtimeDocuments.GetCollectedDocumentInstance (document);var texture = documen…
If your Menu relies on Unity UI, your Button element's When invisible field can be set to Disable Interactability. Making the Button invisible will then cause the Button to be non-interactable.
Alternatively, attaching a Canvas Group to the Button…
If the Player is a prefab that's spawned in at runtime, that'll be the intended behaviour.
If you place your Player prefab manually into your scene files, they'll be treated separately - with default sounds reset. However, changes made to a spawne…
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There's no such built-in Action - the wiki Action is "Engine: Wait random".
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Gotcha.
You could do this with an Animaton Event at the start of your Idle animation, set to trigger a function that in turn runs the ActionList,…
What's your AC version, is the ActionList an asset, and when/how are you running it?
If the ActionList is an asset, set to "Pause Gameplay", and unfreeze pause menus is unchecked, then the wait should occur in real-time.
What's the shape/size of the assigned RectTransform boundary? Clicks will be blocked if they land on it - even if its invisible to the user.
You should be able to avoid this behaviour, though, by checking Ignore input? in the Menu's properties.
Yes, IIRC a Layout Group is necessary to be used in combination with Content Size Fitter.
If you haven't seen it, a speech-bubble template is available on the Downloads page. You may find its suitable for your needs, but if not - it can be used as…
Is that shot of the CharManager Inspector taken after the gather-text process?
This process should update the ID values to the corresponding ones listed in the Speech Manager (via the SetTranslationID function). Is that what the "1" list…
A short custom script could handle this, but you can also make use of this custom Action on the AC wiki to wait a random amount of time:
https://adventure-creator.fandom.com/wiki/Wait_a_random_time_within_an_specified_time_range_(Action)
An Action…
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I was taking this to mean that Music works and SFX does not - is it instead the case that that the "On" works, and "Off" does not?
I can't tell the cause of this from the details, but a quick fix would be to remove the O…
You'd need to switch over to Active Inputs for that flexibility built-in - an Active Input can be made to respond to the "i" key, and then turn on the Menu (or off, if already on).
The default interface does something similar with the Pau…
Thanks, I've recreated similar on my end.
To fix, open up AC's UnityUICursor script, and replace (around line 145):
rawImageForInventory.texture = invInstance.Tex;
with:
rawImageForInventory.texture = invInstance.CursorIcon.texture ? invInstance…
Welcome to the community, @dibs487.
The Nine Verbs template, available in the New Game Wizard, will handle the bulk of things - but as you say, the "Hotspot label" is within that UI.
You have it follow the cursor, you'll need to do two t…
The next AC update will allow you to configure whether UI Graphic elements disable their associated Image component - or their entire GameObject - when hidden.
How are the objects arranged in the Hierarchy? There should be no difference if SFXGrap…
You can set the Menu's Appear type to Mouse Over, so that it only appears when the mouse is over it. An assigned "ActionList when turn off" will run when the mouse leaves.
In the properties of the ActionList that calls this Action, you can set its When running field to Run In Background to prevent it from entering "cutscene" mode while running.
If you need the rest of the Actions to block gameplay, you can …