Thanks for the details.
I'm afraid I can't recreate the issue, but try replacing line 138 of that script:
_spriteRenderers[i].color = new Color (1f, 1f, 1f, _spriteRenderers[i].color.a);
with:
if (_spriteRenderers[i]) _spriteRenderers[i].color =…
It's possible to alter the Map to property to have it display a specific option from the Conversation, so you could have multiple DialogList elements that each display their own option which can then be positioned manually.
Are you looking to scrol…
Looks OK from what I can see - but since you're not playing the video on awake, you need to separate command it to play at the correct time. You can do this with an Engine: Play movie clip Action after Menu: Change state Actions to both turn on the…
Which AC version are you using? If not the latest, does it work after updating?
If not, PM me a save-file along with your Managers and I'll take a look on my end.
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It's possible through the use of custom scripting. A script to handle this can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Changing_item_graphics_with_amount
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Are you referring to their display in the Inventory menu? That's controlled with the Display item amounts field in the InventoryBox properties within the Menu Manager.
If you're using Unity UI, you'll need to attach a Text child component …
The "Dupliate for each line?" option causes each displayed speech line to rely on its on copy of the Subtitles menu. This allows for multiple characters to be seen speaking at once - unchecked, only the last-spoken speech will be displaye…
The line endings in your error don't appear to match your AC version - is v1.71.8 correct and unmodified?
It's a very old release. Either way, it looks related to your Tint Map. If you open FollowTintMap.cs, what are the contents of its OnDisable…
Welcome to the community, @dynast79.
For the logic itself: yes. You can use Global Variables and/or Objectives to keep track of what the Player has to do, and the choices they've made, and read their values at any time to run different blocks of l…
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The "Source" option merely deals with rendering. Your elements and their properties will be retained, it's just the way they appear on-screen that changes. The second tutorial deals with the conversion of an AC menu to a Unity UI…
Let's see a shot of your Player's full Inspector.
Does your character have NavMeshAgent + NavMeshAgent Integration components? If so, does removing them (so as to rely on AC's built-in pathfinding) work?
You don't need to create a GVar class of your own - you can assign the values directly, i.e.:
AC.GlobalVariables.SetFloatValue(9, enemy.health);AC.GlobalVariables.SetBooleanValue(22, true);
If these aren't working, check that the types match - i.e…
If Apply Root Motion is checked, AC will assume your movement is handled by the animation itself - so it won't move the character manually. For 2D games this'll normally need to be unchecked.
AC Menus will scale with both the width and height of the screen. For finer control, switch to Unity UI - it's the recommended option for final menu design, with AC being best for rapid prototyping.
Unity UI allows you to make use of the Canvas Sc…
Welcome back, @Klabautermann.
Agreed on the "Jump speed" placement - it's remained there as it would interfere with existing projects, but I'll consider moving it.
For the others: the exact behaviour is down to the specifics of your came…
What are your AC/Unity versions?
The description isn't enough to understand the underyling issue. Can you take screenshots / record a video showing everything?
Welcome to the community, @wdrpgwd.
The texture stored in a Graphic element isn't included in default save data. You could feasibly handle this with custom scripting, but it's easier to either:
* Run the same ActionList after a save file is resto…