Is the screenshot taken while in Edit mode? It looks like the UI Button has become unlinked with the Button element in the Menu Manager.
Try re-dragging the Load Button component into the "Linked Button" field shown in the screenshot - t…
What is the Speech scroll audio is field beneath set to?
If set to SFX, such sound will be played from the scene's "Default Sound" object, which you can set at the top of your Scene Manager.
If set to Speech, sound is instead played from…
Apologies for the trouble. I've looked into this - it's indeed a bug.
I'll sort an official fix for the next release, but you should be able to apply a "quick hack" by opening AC's PlayerInput script, looking for the InputGetButtonDown f…
Generally speaking, there are two main ways to approach this.
One is to create a regular Menu, and then alter it dynamically - using the Menu: Update content Action - based on what item is being shown. A tutorial can be found here.
However, if th…
Sounds similar in style to the "Screen-space Hotspot detection" UI template available on the Downloads page.
This template uses an invisible screen-space circle (with a distance check) to determine which Hotspots are interactive - inspire…
If the sound is unique to each speech line, you can use the Speech Manager to assign individual audio clips - see this tutorial for details.
If instead you want to have a sound that plays as each character appears (due to the "speech scrolling…
We'll need to do some digging before we can know:
* Are "save" icons showing?
* Do you have any other assets installed that may affect the way the Hierarchy window is rendered?
* If you click in the space that they should appear, does the…
The Console will tell you of the reason for the Build error inside its Error messages - of which there are six in your first screenshot, but only three shown.
Run the build process again and hide the Warning messages so that only Errors are shown -…
Welcome to the community, @goffey.
You can configure the exact behaviour of the Highlight effect within the Highlight component's Inspector, but the default values will be enough for it to work - provided it can work with the material and render pi…
That's correct - what does your "FrameEventHealthPostProcess" ActionList look like?
Generally, this should be a simple background ActionList that simply checks the value. If you want it to then run something more substantial (e.g. a line…
To create a cutscene that spans multiple scenes, you can use an ActionList asset - with Survive scene changes? checked in its Inspector. If this ActionList uses a Scene: Switch Action, it'll pause until the switch completes, and then resume.
To re…
Using the settings from your earlier screenshot, I cannot recreate this behaviour. Did you test this behaviour in the current release in the way mentioned above?
What are your AC/Unity version numbers?
It sounds like the Hotspot Menu's HotspotLabel element has somehow become detached from its Unity UI Text component.
To re-link it, go to the Menu Manager and select the Hotspot menu that you'll have needed …
The process involved is AC's auto-saving of ActionLists in the scene.
You can disable this by setting the Interval time to zero in the "Adventure Creator" section of the Project settings - but it shouldn't take this long.
Are you using a…
Are the "save" icons, shown on GameObjects that have Remember components attached, also not showing?
The display of AC's Hierarchy icons can be configued in the Adventure Creator section of your game's Project settings ("Edit -> P…
Let's try a different approach.
Before, the threshold was based on the screen distance between the mouse and the Player.
Instead, let's try having it lerp between a fixed range, based on "how much further above" the cursor is than the Pl…
Presumably, each of the "clickable locations" on these items are in different places? If you can share screenshots of a typical item, it'll help me get a more exact handle on the situation.
There's a couple of main ways you could go abou…
With the way Unity's Animator system works, you can't associate a "delay" with an animation state - instead, you'll have to play a different animation as above, but have that animation just be a loop of the regular Idle animation's first f…