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ChrisIceBox

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ChrisIceBox
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  • The red box is reliant on Unity's Gizmo system - check that "AC_Trigger" is checked in the Gizmo dropdown when clicking the top-right icon of the Scene window. Also check that your Trigger's Collider and AC_Trigger components are expanded…
  • What are your AC/Unity versions, and is this occuring for a specific line, or all? Does the line have associated audio, use tags, or is played through Timeline? If the menu uses Unity UI, temporarily switch its Source over to Adventure Creator to …
  • The asset being reverted upon updating AC can be prevented by omitting it from the Import Package window. Are you able to reliably recreate the error messages? If so, open up ACEditorPrefs.cs, and look for the line: settings = CreateInstance<A…
  • Don't worry - we'll sort these issues out. It sounds like the issue is less to do with Player-switching and more to do with Player0, since your description all feature Player0 having the issue despite the other settings. You can test this by tempo…
  • The script is intended only for the "new item" menu. If you want to make modifications for an "examine" menu, be sure to use a copy so that it doesn't affect the original menu's behaviour. Because it's intended to be for the &q…
  • Welcome to the community, @devannika. Apologies for the trouble - I will attempt a recreation. Are both instances of the SetInteraction Parmaeters attached to the same object, and could you share a screenshot showing Inspector of both Set Interact…
  • Open up MenuSlider.cs and change line 763: float amount = Time.unscaledDeltaTime; to: float amount = Time.unscaledDeltaTime * 0.2f; Replacing "0.2" with the speed factor to apply. What value gives better control on your end?
  • Not built-in, but you could make use of a custom Action or script to do this. This function will hide all elements in a given Menu: public string menuName;public void HideAllElements (){ AC.Menu menu = AC.PlayerMenus.GetMenuWithName (menuName);…
  • If you want to save the state of the "Stop Headbob" parameter, attach AC's Remember Animator component - that'll keep a record of all the Animator's parameter values.
  • You can loop an ActionList by setting the last Action's "When running" field to run the first Action. In the ActionList Editor, this is a case of dragging a "wire" from the output socket of the last Action onto the first.
  • It's not associated with any specific Hotspot - detach it from the Hotspot and add to an empty GameObject that you can prefab. Set the "Coin Item ID" to the ID number of the Coin item in your Inventory Manager. This will be the number to…
  • AC keeps a record of your game's Menus inside its Menu Manager. Each Manager is an asset file, listed at the top of each Manager's tab. If you click on it, you'll see the file "pinged" in the Project window. You can export this file int…
  • Create a Bool parameter in the Animator named e.g. "Stop Headbob", and also add a new empty state in the Base layer. Then create a transition from "Any State" to this new empty state, with "Stop Headbob = true" as a co…
  • The default yellow labels come from the Hotspot prefab having a label gizmo assigned at the top of its Inspector. Adding such a gizmo programatically is a bit tricky, but can be done through reflection. It's not related to AC, but scripts to help …
  • I don't recall the exact field name, but Playmaker does have its own cursor-locking feature - it may be the cause, as the Cursor Manager options should cause the cursor to become locked.
  • No - Remember Variables is only necessary if you're dealing with Component variables - i.e. a "Variables" component that you can attach to a GameObject. Global Variables are saved automatically without the need for any Remember scripts.
  • Your thread title mentions the Player stopping at a certain distance - can you share details on this? Is your Player character in the scene, overriding those in the Settings Manager, and are the issues only occuring in this scene? Check that this …
  • I have updated the Input System integration package with improved free-aiming behaviour with the mouse - give it a try and see if it's better on your end as well.
  • My mistake: using UnityEngine;using AC;public class CoinsToVariable : MonoBehaviour{ public int coinItemID; public int variableID; void Update () { int numCoins = KickStarter.runtimeInventory.PlayerInvCollection.GetCount (coinIte…
  • For an accurate comparison, could you PM me the inventory item texture?
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