Was the jumping/movement better originally? If so, best to revert back and use a different grounding script to handle FootstepSounds.
First, open up FootstepSounds and look for the PlayFootstep function (around line 114). Just inside the function…
You can check if this is an issue with the scene vs one with your character by temporarily disabling your own Player and dropping in that of the 3D Demo, Tin Pot, to override them. Tin Pot can be found in /Assets/AdventureCreator/Demo/Resources.
I…
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Use this replacement for SuperScript:
https://paste.ofcode.org/JMZ2Vp7Tbtz7RauM5Y3N6e
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Here's how to do it:
Move your Inventory UI into the scene and set its Render Mode to Screen Space - Camera. Assign the MainCamera beneath, set…
Open up AC's Char script and replace the line:
return _characterController.isGrounded;
Replace it with:
if (_characterController.isGrounded) return true;return Physics.CheckCapsule (Transform.position + (_characterController.bounds.size.x / 2f * …
Sorry, I'm not 100% clear. Are you looking for Remember components to save their data in scenes that aren't open?
That should already be the case. When you switch scene, Remember component data will be stored in a temporary buffer, and then that …
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When player-switching is enabled, you can configure PlayerStarts to only be valid for specific Players. The Player: Teleport inactive Action can also be used to teleport inactive Players at runtime.
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To be clear: my suggestion for a…
The ground detection calculation depends on the components the character has attached - are you relying on a Character Controller or RIgidbody + Capsule Collider pairing?
Also are you assigning footstep sounds in the Player component, or the dedica…
The Player: Constrain Action can be used to unlock the cursor temporarily. You can unlock it in your title scene's OnStart cutscene, and lock it again as part of the "New game" button's ActionList just before the switch to the game's firs…
The Converation script's AllOptionsBeenChosen function can be used to determine this.
This can be run when a Conversation begins via the OnStartConversation event, and then made to run an ActionList that displays a Menu popup.
Example script, atta…
Welcome the community, @LunchTime.
My apologies - the package was recently updated, but the wrong files were included. Thanks for the alert.
I have corrected the package. You'll first need to navigate to /Assets/AdventureCreator/Scripts, and del…
It appears this is a Unity bug - others are experiencing it with other windows here:
https://forum.unity.com/threads/editor-ui-completely-broken-and-unresponsive-in-fullscreen-mode.1550411/
The detection method is independent of icon display.
Check the Hotspot menu's Position field - if set to Follow Cursor, and your cursor is locked in the centre, then it'll appear in the centre as well.
You can set it instead to On Hotspot to show …
This may be a Unity issue than one specific to AC.
If an object's visibility is affected by camera orientation, check the mesh's bounding box - as Unity can hide meshes automatically if it detects the box is out of view.
Check also that the Animat…
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Events are the best way to inject custom functionality, yes. Though, you're also able to use the Events Editor to run ActionLists if you prefer to avoid scripting.
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No, affecting the Player-switching option at runtime should be avoi…