Could you share screens/details of your Player Inspectors and the way they are animated?
As a test, what is the result of opening AC's ActionPlayerSwitch script and adding the following to the end of its OnSpawnNewPlayer function (around line 294)?…
This should do it:
using UnityEngine;using AC;public class ContinueSpeechButton : MonoBehaviour{ public string menuName = "Subtitles"; public string buttonName = "Continue"; private void OnEnable () { EventMan…
Do you have Items can be re-ordered in Menus? unchecked in the Settings Manager's "Inventory settings" panel? If unchecked, empty slots should be removed automatically.
If checked, is this otherwise necessary for your game's design? If …
The name should show by default - did you hide previously from within the Menu Manager's Subtitles menu?
Check that you haven't reverted back to the default Managers - if you import AC in full, you will need to re-assign your Managers by double-cli…
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Clicking an item doesn't necessarily equate to selecting it.
If an item becomes selected, however, the event will fire - regardless of the interaction method.
What is your "Interaction method" set to?
If "Choose Hotspot The…
Having your own subclasses replace defaults should just be a case of replacing them manually in the GameEngine or PersistentEngine - once present, the usage should be automatic.
Welcome to the community, @ywywww.
It really comes down to how you'd like the two to integrate. Would you be looking to just have Text Animator be used for AC speech?
The "cursorDisplay" property refers only to the "main" cursor.
You can get API references to the Hotspot and Cutscene cursors by right-clicking their texture fields:
AC.KickStarter.cursorManager.mouseOverIconAC.KickStarter.curs…
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For an object to be re-spawnable via the save system, it'll need to have a unique filename and be placed in a Resources folder (or made Addressable). More on this can be found in the Manual's "Saving asset references" chapter.
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If the overlay option is checked, the screen shouldn't be turning black during the transition - it may be a bug if so.
Could you share an image of the Action and your Settings Manager's "Scene loading settings" panel?
A custom script that hooks into a speech event can achieve this.
How are you determing that a character has finished speaking? At the point of scrolling completing, or audio finishing?
Noted, thanks for the feedback.
Something that does go some way towards this are the Downloads and Wiki pages, which both include templates/scripts to achieve specific interaction types.
The code's solid - it works on my end when attached to the 3D Demo scene, and the Sword item is selected in the Inventory.
What are the circumstances around your selection of the item?
Given the event you're using, it's important to be clear that …
We'll need to determine if this is an issue with your character, or an issue with the scene.
To do so, we can rely on the 3D Demo's Player prefab, Tin Pot, to see if they show the same behaviour.
Tin Pot can be found in /Assets/AdventureCreator/De…
Welcome to the community, @Erallie.
So long as the prefab is set up with AC's requirements (naming convention, placed in Resources, etc)m it should just be a case of updating your own spawning code to have AC recognise it.
This just involves calli…
While I'd probably go with sticking to one room, and altering its appearance through animation, you should be able to mask a transition (at least as best as possible) by checking Overlay current screen during switch? in the Scene: Switch Action.
It depends on which in particular you want to override.
Marking the original script's functions as virtual is the easiest way - but there's a potential performance impact for commonly used functions.
In what way are you looking to override PlayerI…