The Changelog file in the root AdventureCreator folder lists all changes for each update.
At the top of each is an "Upgrade notes" section, which lists any changes you may need to be aware of for your game to continue as it was before the…
To clarify: disabling a Hotspot isn't the same as disabling its component in the Inspector. A Hotspot's true "enabled" state is instead based on which layer its on.
You can disable a Hotspot by default by placing it on the Ignore Raycast…
If you're using a Variable to represent the timer that is on the screen, you can use the Variable: Copy Action to transfer its current value onto another variable.
The dotted lines in your screenshots indicate the connections a Track has with another via its Regions. You can reduce the Catchment size sliders so that they only connect with Regions more appropriately close enough.
If you're looking for a worki…
I should think you're quite right.
Oddly I wasn't able to recreate the issue following my change above - but it may be machine-dependent, and I can see how the culprit you point to could feasibly cause an issue.
I will continue to look into this, …
You can hook a custom script into the OnHotspotInteract custom event, which is fired whenever a Hotspot is interacted with. The parameters in this event can be used to determine the Interaction ActionList that was run as a result:
Interaction last…
Welcome to the community, @mibwab.
What are your AC and Unity versions, and is the simulated cursor showing up by default - or do you have Lock cursor in screen's centre when game begins? checked in the Settings Manager.
Is your game paused while …
If you use my script, which moves the player using built-in commands, use MovementMethod.None.
If you're using your own script, with affects the position by directly manipulating the transform, use MotionControl.Manual.
It's quite a jump between versions - have you been through the "Upgrade notes" sections between each release in the Changelog, as well as re-assigned your game's Managers?
The issues can be looked into, but you'll need to share specific d…
Drag it onto the object's Inspector, or click "Add Component" and type in its name.
A puzzle very similar to this can be found in the "Puzzle template: Simple examples" package over on the Downloads page.
The "Simple Timer…
Thanks.
Open up AC's RememberVariables script and look for the line:
VariablesData data = new VariablesData ();
Immediately underneath, add:
data.objectID = constantID;data.savePrevented = savePrevented;
Does that resolve it?
When referencing an object not in the scene, AC will rely on Constant ID values to re-link them at runtime.
Make sure that the Constant ID component on your prefab has Retain in prefab? checked, and that the Action that references it matches its li…
Your script replaces the AC movement code - if you want to move your character manually, you'll need to set their "Motion control" field to "Manual".
This can be done through script with:
KickStarter.player.motionControl = Moti…
Welcome to the community, @martinlilius.
The Direct movement approach requires that the Player face the direction they're moving - you'd need to handle the movement manually to get this behaviour.
This function should allow for this:
void FocusOn…
Welcome to the community, @jalder.
You're quite right - the size options in the Cursor Manager only affect graphics that are used by the cursor.
In your given interaction mode, the icons are displayed in the "Interaction" menu, which can…
In 2D, Rigidbody components aren't necessary for character evasion - since the NavMesh can be set to avoid character collisions.
First though, your NPC will need a Circle Collider 2D component on their root, centered around their feet - just like t…
I'm having trouble recreating the issue.
Are you using Addressables to spawn the Player in? If not, I'd appreciate you PMing me a repro package to test with.
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Use the DestinationThreshold property, which is public.