I mistook the label - it's there as "GraphicOptionsData", and it's being set.
Does the issue occur in the Editor?
The data suggests the Quality Preset is set to the first option - is this the case, and what does the same screenshot show …
From your description, I don't see a specific need to teleport anything - the chest can begin the same in the position the Player finds it in. Just lower its "Sort Order" so that it is drawn underneath the logs when the two sprites overla…
If the DirectMovementTargetLock property is assigned, the Player will face it no matter which direction they move when under Direct control.
You can test this by adding a Cube in the scene and attaching this script to it:
using UnityEngine;using A…
No problem - thanks, I see the issue now.
It's a case of the objectsToSay array not being declared - so it defaults to null. To fixed, replace:
public GameObject[] objectsToSave;
with:
public GameObject[] objectsToSave = new GameObject[0];
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That's as it should be.
Does the issue occur in the Editor? Open up the Save File Manager and look in the "Profile properties" panel's "Linked Variables" section. What data is set for the variable?
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Don't chang…
Once the motion control is set to Manual, AC is no longer a factor in the character's position.
Make sure you have gravity disabled, and you'll need to multiply the movement vector by Time.deltaTime, i.e.:
transform.position += new Vector3(0, -0.0…
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Did you Apply the Graphic Option's included Template file? Aside from copying over the Menu, you also need:
* A Global String variable named "GraphicOptionsData", with its Link to set to Options Data.
* The Graphic Options UI com…
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You may be referring to this script on the AC wiki:
https://adventure-creator.fandom.com/wiki/Return_PickUps_to_original_position
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You can do this with a Marker that's parented to the MainCamera, with a local position of (0,0,1) - i.…
For a custom script to control the Player's position, you'll need to set their Motion control field to Manual.
To have this be set by the script, you'd need explicit TurnOn/TurnOff functions, i.e.:
using UnityEngine;using AC;public class climb : M…
What are your AC and Unity versions?
Hard to say what it might be from the video - is it a spike in the Profiler? If so, try switching your scene's Pathfinding method to A Star 2D - it's a faster alternative to the default Polygon Collider option.…
Thanks for the details - though it sounds like the Garbage Collector is more of a knock-on effect, rather than the source of the problem.
If you don't mind, could we do a bit more testing to try to find the root cause?
To do this, turn the option …
Yes, you can do this by hooking into the OnClickConversation event:
using UnityEngine;using UnityEngine.UI;using AC;public class SpeechLogger : MonoBehaviour{ [SerializeField] private Text textToUpdate; private void OnEnable () { Ev…
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It's updated. The arrow's position can be adjusted through its Inspector and through script.
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The script is unrelated to the arrow / speech menu - it is for individual characters. As you earlier said, you are using an Animator atta…
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Change another option, Apply, and restart.
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After selecting it in the Hierarchy, pause the game and view it in the Scene window. If it shows when the Dropdown object is disabled, it's a sorting issue.
The FP package itself doesn't override AC's First Person movement system - it should be the same as with AC itself.
The asset now uses AC's new Template system for installation - did you click "Apply" to have AC install it, or copy over t…
Rather than using the "ActionList when turn off" ActionList to control the state of your Main menu, have it be controlled as part of the Options menu's "Close" button logic.
If you're using "On Input Key" to automatica…
You'd need to unlock the Menu after the scene change.
You can either add another hotspotMenu.isLocked = false; statement to the OnDisable function, or use the Events Editor to use the Menu: Change state Action to unlock the Menu as part of the Scen…