The toggling could feasibly be automated through script - options can be shown and hidden by calling the Conversation component's SetOptionState function.
Using separate Conversations for each question, however, would be the easier approach.
When using Point And Click movement, the Player will always try to move on the NavMesh.
If they aren't on it, they'll assume this is a mistake and will attempt to get back on it.
If you want the Player to temporarily be prevented from moving, you …
Welcome to the community, @MrEaglesfan127.
The Position relative to option is a bit finnicky, as it will also affect the object's rotation as well - by essentially adding the Relative GameObject's rotation onto the spawned prefab.
Using the Object…
It's a little tricky, and you'll need to be sure that the old presets are no longer referenced anywhere - take a backup of your project first.
Then, view your Variables Manager asset file - the Inspector, not as it appears in the AC Game Editor win…
Only files that need to be referenced as Resources should be placed in Resources folders / subfolders. For example, speech audio - if you've opted to reference speech files "By Naming Convention" in the Speech Manager.
Ideally, you shoul…
No - the screenshot doesn't show enough.
Is the Menu on beforehand, and does the cloud sprite show if you remove the Animator so that the sprite is fixed?
(Quote)
The script above is the 2D equivalent of the ClickUpInteract script at the end of that thread.
To allow for dragging while over a Hotspot, try this: open up AC's PlayerInput script and find the following (around line 2052 in the latest rele…
You can show/hide options in a Conversation using the Dialogue: Toggle option Action, so you could feasibly have all questions be in a single Conversation and use Actions to shide/hide the relevant questions - but it'd be a more manageable workflow …
The stray 3 can be hidden by setting the Size field in the Cursor Manager's Count display style section, in the "Inventory cursor" panel, to zero.
I've recreated the label issue - I'll issue a fix in the upcoming v1.78 release, thanks.
(Quote)
Once a track has been assigned, it won't need to be again for the duration of that build.
With some slight tweaking, I've gone and made this a page on the AC wiki:
https://adventure-creator.fandom.com/wiki/Music_track_addressables
Ah - sorry, I misread the issue.
Is the label wrong only when hovering over the item with the cursor, or when selected and hovering over other items/Hotspots?
I've updated the above - it should remove the error now.
You will still need to load your music addressable at the intended time, however. If you make the GameObject the script is attached to a prefab, you can use the Object: Call event Action to …
You'd need to uncheck the Dialogue options can be selected with number keys? option in favour of a custom script attached to each Button in your Conversation menu's UI prefab, that detects its own input and ignores it if the Button itself is non-int…
If you have "Frame-flipping" enabled in your character's Inspector, then AC will control the X-value of the sprite child's scale automatically based on the direction they are facing.
If your original chicken sprite faces left, animate and…
(Quote)
It's listed at the bottom of each Manager, as well as in AC's "About" window available in the top toolbar.
(Quote)
Though they are set within their own Editor window, music track data is stored within the Settings Manager. So lon…
I see nothing wrong - when are you calling the function, and what is your Menu's Source set to?
Does the item have an "Active" texture assigned in its properties? That will override the "Main" graphic when selected.
You can define Music tracks (with labels) in the Editor, but leave the actual "Clip" asset field blank - and populate it at runtime via a custom script.
As with any Manager/Editor field, you can get an API reference to it by right-clickin…
If it's in the same place in every scene, it may be from the Menu - could even be the Hotspot menu itself.
Make sure that Ignore input? is checked in your Hotspot menu's properties.
The IDs match the numbers to the left of the labels, yes.
Let's try a different approach - and just force the state in LateUpdate:
using System.Collections;using UnityEngine;using AC;public class DynamicOptions : MonoBehaviour{ [SerializeField]…