Inside each Menu, check the new Use TMP components? in the Properties panel.
From the release notes:
* The manual addition of 'IsPresent' Scripting Define Symbols is no longer required for AC's TextMesh Pro, Addressables and Localization integrati…
Remember components derive from Constant ID - so you won't need the latter if the former is present.
All such components attached to a single GameObject will share the same ID value, however, so there's no harm if you somehow end up with both.
Apologies for the issues. Which VCS are you using, what is your Unity version, and what is your "Asset Serialization Mode" setting set to, inside the Project / Editor settings page?
1
For an ActionList that shows this issue, try restori…
Your Menu relies on Unity UI, which means inputs are obtained from the Event System.
The Event System, by default, relies on an input named "Submit" to register clicks. Duplicating your InteractionA and renaming it Submit should cause Me…
Any luck with the logs? Obtaining them will be the best way to get to the bottom of this.
Rather than uninstalling AC completely, strip it down by removing the Demo and 2D Demo folders if they're present.
If it still fails, try stripping away the…
No need for that - it's a bug, and I believe I've tracked it down. The field isn't always displaying when it should do - apologies for the hassle.
Change the Inspector window to Debug mode (right click "Inspector"), and you should find &…
(Quote)
Check your Menu Manager - the Hotspot label will be appearing from the Hotspot menu, which you can delete or lock or if you wish to hide it.
(Quote)
AC records backups of your scene's ActionList data - see the "Action data -> Restor…
If you're rendering the Canvas in Screen Space, it will have a physical presence in the scene. It could be that the offset is caused by the "Plane Distance" field, but the Unity UI Cursor should account for this, and I can't reproduce suc…
You don't need anything so complicated - avoid manually entering in position values, and the technique should allow it to be the same number of Actions regardless of how large the grid is.
Let's start over - a 6x6 grid should be OK, but you might w…
AC won't initialise until the first scene that has a GameEngine object present is opened. You can double-check this, however, by removing the AdventureCreator directory from your Assets folder.
Does this occur when building to Desktop, and are you…
So you have a Hotspot with an interaction that runs the Object: Add or remove Action to remove it?
Yes, parameters will be necessary here. Define a GameObject parameter, and have it override the Action's Object to remove field.
Back to the Hotspo…
It's the Jump speed field in the Player component's "Player settings" panel.
This field will only show, however, when the Movement method is set to either Direct or First Person. Are you using a different method?
Which version were you previously using, and do you have a backup?
This sounds like a serious issue, but it's not one I can recreate. Please share as much detail as you can about your project - platform, other assets/scripts, etc will all help.
(…
Version 1.80.4:
* Added: "IsOverHotspot" Animator bool parameter to the Unity UI Cursor component - set to True when a Hotspot is selected
* Added: "Add to front?" option to the "Document: Add or remove" Action
* Added…
Welcome to the community, @AmberClaw.
When using Direct control, the Player's movement when turning is set by the Turning mode field in the Settings Manager.
Its default value, Turning Circle, will give U-turns. How wide this is will be set by ho…
You can sync it to e.g. a Global Integer variable by setting a Variable's IntegerValue property in the script.
See the Manual's "Variable scripting" chapter for details.
By "control scheme", are you referring to the Unity technical term used by its Input System? Or are you altering the Input method dynamically through script?