Here's the script, adapted to work for all Hotspots in the scene - and only when no Inventory item is currently selected:
using UnityEngine;using AC;public class AutoExamineHotspot : MonoBehaviour{ private void OnEnable () { EventManager.OnHotsp…
I've added a "Variable: Check Timer" Action to the wiki here:
https://adventure-creator.fandom.com/wiki/Check_if_a_Timer_is_running
For the status: I'll see about adding this in an update. Know that you can also currently check if a Time…
To get rid of the jitteriness, try this one instead:
using UnityEngine;using AC;[DefaultExecutionOrder (-1)]public class TransferMoveable : MonoBehaviour{ public Moveable moveable; private Vector3 offset; private Vector3 updatePosition; …
Odd - I can't see why that'd happen.
If you come out of 2D view in the Scene window, is the Sorting Map pointing straight upwards, and has the same Z-position as your character?
We'll need to figure out if this is down to the character, or the sc…
Not built-in, but you can control this property through a custom script function that you can then call via an ActionList using the Object: Call event Action:
public Hotspot[] hotspotsToAffect;public void SetToDoNothing (){ foreach (Hotspot hots…
If you want to make use of the localisation data, you'll need the ID from the Speech Action.
This can be enterered manually into your ExamineText script via a public int field, once the Action's been gathered, but if you know it's always going to b…
Rather than parenting the Player to the Moveable, attach this script to the Moveable instead:
using UnityEngine;using AC;public class TransferMoveable : MonoBehaviour{ public Moveable moveable; private Vector3 offset; private Vector3 updat…
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When the Player is on the ground, then, is that to say they're playing their regular "Idle" animation, as though nothing was loaded at that point?
I may need you to PM me the files involved to recreate this. The scene, Player pre…
I could recreate the earlier issue, but not this one.
Does the animation itself change the position of the root or sprite child, and are you forcing the Player back to their Idle state after climbing down?
Lets see screenshots of the Actions invol…
Thanks for the clear explanation.
The camera turns because the Player is moving backward to reach the Marker. What you can do instead is rely on the Moveable component to simply beeline to the Marker without the use of pathfinding.
Set the Hotspo…
Thanks for the details - I've recreated the issue.
It's not an issue with the wiki script exactly - but the script highlights an issue with AC itself.
I'll address this in the next release, but in the meantime you should be able to apply a tempora…
I'm not clear on the behaviour - is this a case of the movement being incorrect, or just the rotation?
If you can share a video/annoted screenshots of the behaviour (both before and after the script, if there's a difference), it'll help clarify the…
Welcome to the community, @entropy.
The issue is that the indices you're setting don't exist yet. If you assign an X value of a page number larger than the number of pages it currenly has, then it'll be added to the end.
A way around this would b…
I can't recreate such behaviour - what are the rest of your Player's Inspector values/components?
If you're using a Rigidbody + Capsule Collider combination, is there any difference if you replace both with a single Character Controller?
If you ca…