Thanks for the details.
Issues related to this were addressed in v1.77.2. Can you confirm this is occuring in this release?
Is the Player prefab being spawned in by Addressables, and/or AC's "Player-switching" feature?
When creating a new Profile, your game's status is not modified - any changes, such as clearing the Inventory, must be done separately after the Save: Manage profiles Action is run.
Currently, there is no Action to remove all items from the Invento…
What are your AC/Unity versions, is this for a 2D or a 3D game, and is the Player moving due to pathfinding or Direct control (i.e. WASD)?
You'll need to check that both your Player and NPCs have the correct collider and physics components. If you…
Welcome to the community, @LethalWombat.
What are your AC and Unity versions, and does your character move using WASD when in gameplay with point-and-click movement enabled?
Check for any non-AC components attached to your character, or in your sc…
1 second or 1 frame?
You can test the 1.1 scale assumption by reducing the prefab's sprite child scale back down to 1 - though it may be because of the Sorting Map instead.
As an alternative to switching Player, though, you could use the Character…
Version 1.77.2:
* Upgrade note: Remember component "start" settings are no longer set automatically when manually spawned into the scene
* Added: Ability to choose between Update and LateUpdate for Third-person GameCamera behaviour
* …
Welcome to the community, @Iggy.
Sounds like a good case for a wiki script that can handle this - I've added one along with instructions here:
https://adventure-creator.fandom.com/wiki/Re-select_dialogue_options_automatically
What are your AC/Unity versions, and what are the properties of your QTE menu?
What are the results of:
1. Using AC for the Menus source?
2. Setting the Menu's Transition type to None?
I'm afraid I don't have enough to go on to recreate the issue. If you'd like me to take a look at your project, PM me a zip along with instructions on how to see the issue occuring.
If Hotspot icons are set to be drawn in Screen space, they'll use Unity's ImGUI system - which is drawn last in the frame buffer.
You can have AC menus be drawn atop this, but not Unity UI ones.
If you switch to World space, icons are drawn using …
If you check Cutscene while moving? in the Hotspot's Interaction, AC will exit gameplay during the movement. This will hide the Hotspot as well as the cursor - unless you have a "Cutscene cursor" assigned.
Otherwise, events would be the …
Welcome to the community, @Ajer2895.
VR isn't officially supported by AC, but you can use custom camera types - including VR ones, by attaching AC's "Basic camera" component. This'll make it visible to AC's Camera Actions/fields.
You ca…
"Carrying Specific Item" relates to any item present in the Player's inventory - not just the one currently selected.
The Inventory: Check selected Action can be used to determine if a given item is selected, but if you're dealing with Ho…
* Is the ActionList in the image scene-based, or an asset file?
* Can you share details of how the other ActionList, SportRESTORE, is setting the parameter values?
* Does check Wait until finish? in the ActionList: Run Action cause it to work?
* If …
Currently, this is a case of having to manually move it to the correct parent afterwards. I can see how this particular case would be more convenient, but I'm wary of making a change that may cause unwanted auto-parenting elsewhere.