This is due to your custom script, InteractionOnNearest, which needs amending following the update:
using UnityEngine;using AC;public class InteractionOnNearest : MonoBehaviour{ public float minimumSqrDistance = 10f; private void Update () …
Here, your Settings Manager's Interaction method is set to Choose Hotspot Then Interaction, which does show the Interaction menu.
The Settings Manager in your first screenshot has this set to Context Sensitive, which instead shows icons with the cu…
That is your cursor - not the menu.
The Interaction menu will show if your "Interaction method" supports it. Context Sensitive doesn't trigger menus of the type "On Interaction" - instead, it's entirely cursor-based.
You can p…
What version were you updating from?
The main thing I'm setting the Drag threshold value, under the "Interface" panel in the Settings Manager.
This represents how far a click/touch has to move, once it begins, for it to be considered a &…
Welcome to the community, @ContractedAdventurer.
I'm afraid the tutorial mistakenly referred to the wrong token. I've corrected this issue - thank you for the alert, and apologies for the trouble.
The [param:X] token represents the parameter's ra…
They aren't official tutorials - they're certainly well-made, but I'd recommend sticking to the official ones or asking here if you're concerned about best practices.
For interactive conversations, AC's Conversation system allows you to present the…
Are there more layers at work in the Animator? The video only shows a single animation on loop, but the animation is changing.
Also, what's the Hierarchy chain like, and where is the NPC's root position?
What's the intended behaviour, exactly? I…
The workflow's correct. Try replacing line 317 of the same file:
runtimeChar.Teleport (pointArray[i]);
with:
if (i >= 0 && i < pointArray.Length) runtimeChar.Teleport (pointArray[i]); else runtimeChar.Teleport (targetPosition);
One thing I forgot to mention: if you do delete the AC.asmdef file, you'll need to manually add TimelineIsPresent as a Scripting Define Symbol for Timeline integration - as its presence is now autodetected by the asmdef file.
Looks like a wider issue with the scene, where it's not able to successfully create a destination position for the Action.
I can add a bypass/warning in this event, but it won't solve the original issue.
Does the Action have Pathfind? checked, and…
Apologies for the trouble - it looks like this is caused by having Dialogue System Actions inside the AdventureCreator folder. The main AC folder should not have custom/third-party scripts added to it.
You will need to move DS's custom Actions out…
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See my earlier comment above: these issues are specific to your project/settings. I can look into them, but I'll need exact details/screenshots to recreate them.
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I'm afraid so. A Conversation's options must be pre-defined in order…
Cameras
* Added: Ability to configure the size if the GameCamera 2D Drag camera's cushioning behaviour
* Fixed: GameCamera 2D Drag camera not respecting its original position values
* Fixed: First-person camera's pitch not recorded in save-game dat…
Full changelog:
Upgrade notes
* Save-game files made before v1.80 will not be compatible with this release by default. To allow for this, remove the Script folder's AC.asmdef file
* The Scripts folder now has an "AC" Assembly Definition…
Are the inputs in your new Action Map being read by a separate asset/script, or are they AC inputs?
The ControlsReader doesn't reference specific Maps - if I move e.g. the InteractionA Action to a new Map, it's still read in testing.
Can you share…
The Animator in your video isn't "live" - you need to select the object in the Hierarchy for it to show which animation is playing at runtime.
It does look like your project has more than AC present. I can't tell from the video if anothe…