It looks like the Buttons need to be re-mapped to the Menu - open up the prefab and drag each of the btnOption objects into the Linked Button fields to create a Constant ID link between them.
Which version are you using? The latest AC release redu…
Version 1.80.5:
* Fixed: Issues with the New Game Wizard's default interface creation
* Fixed: Player component's "Jump speed" field not always showing when intended
* Fixed: "Menu: Change state" Action sometimes changing the cu…
Nothing related, so far as I can see.
At this point, I think the only way we're going to get to the bottom of this is for you to zip up the project and PM me a link, along with instructions on how to recreate the issue in the simplest way (e.g. sta…
Yes - you can use a Box collider. A couple of tutorials on this can be found here:
https://www.adventurecreator.org/tutorials/making-first-person-game
https://www.adventurecreator.org/tutorials/creating-sliding-drawer-1
Player collisions can be d…
I'd guess that the main difference is that those old games would've been in 2D - with the camera panning over a background that loops horizontally rather than turning within a projected sphere.
Perhaps another approach would be to instead make a 2D…
Unless you link the UI to an AC Menu, you'll need to rely on scripting to detect the active UI object and affect the cursor.
If your Cursor uses Hardware rendering, then you can just use Unity's Cursor.SetCursor function to change the texture.
Oth…
The LostItem AL will end once any of its Dialogue: Start Conversation Actions run - so your "parent" AL will continue on at this point.
* Find the ActionList: Run Action (9) in the first list, uncheck Wait until finish?, and set its When …
If the original 3D scene is available in Blender, perhaps it's possible to add some e.g. Spheres / Cubes in a separate Collection that represent the locations of Hotspots.
Unless you have custom scripts that affect the way scenes are added/loaded, you should be able to delete all custom scripts to get things compiling.
Alternatively, if you have custom Actions, you're welcome to post them here and I'll give a go at u…
Unchecking the Always show system cursor in Editor? option will allow the system cursor to be invisible, but hiding the in-game cursor requires the Hide cursor when locked in screen's centre? option checked in the Settings Manager.
Locking the curs…
If your Menu uses Unity UI, you can just attach the script to the Canvas prefab.
Otherwise, you can attach it to a prefab, and then have it spawn into the scene automatically using Events.
To do this, open up the Events Editor in the top toolbar, …
I think it may be a red herring. Check for custom scripts that may be reading input - if it's not coming from the Input Manager, try searching for instances of "Input.GetMouseButtonDown" in any custom scripts you have.
Is the second image (the one with the Conversation) the "LostItem" ActionList referenced in the first image?
This ActionList will be considered "temporarily halted" once the game enters Conversation mode, which'll be enough for …
Is there a pattern as to when exactly the errors show? It may be down to e.g. a single-frame where a Conversation is active, but the DialogList element hasn't been set to display it.
If that's the case, a null-check ought to be OK. Since the code…
What type of sound are you trying to play, what are your AC/Unity versions, and what is the error message in full (stacktrace included)?
This error can show if the AudioSource being referenced is a prefab, rather than an object in the scene.
This will happen when the method of rendering the text isn't able to "predict" what the final display text will be.
You can get around this behaviour with TextMesh Pro's "Typewriter" feature. To use with AC's latest release:
*…
Ah, apologies - I missed that point.
You could technically split each break in the sequence into a separate Timeline, and then use a chain of Input: Check and Engine: Control Timeline Actions to have each wait for a given input before continuing.
…
Sorry to repeat, but to be super-clear: this is even when the only scene in your Build Settings is an empty, non-AC scene - so that no AC objects are present or referenced?
It sounds like this may be an issue with Unity in that case, as the presenc…