(Quote)
The Settings Manager's Destination accuracy slider is effectively a measure of "how close is close enough" when it comes to a character moving to a specific position. The higher the value, the closer they'll get to the destination…
Welcome to the community, @Jompi.
There shouldn't be a noticeable difference between the two - when the game is running. There is a chance of performance hits when viewing (very) many Actions at once in the Editor - but this won't affect playmode …
You'll need to keep it set to "ForceFlashHotspots ()".
For the input to work, the game will need to be in "gameplay" mode (i.e. outside of a cutscene). If you're calling the function from a gameplay-blocking ActionList, replace…
OK - v1.77.0 is out, and I've included a similar "ItemLabel" property to the InvInstance class that you can use to override an item's name:
int count = invInstance.Count;if (count == 1) invInstance.ItemLabel = "1 apple";else inv…
What are your AC and Unity versions?
You will need to share more details of the issue. Is your NavMesh surrounded by colliders that the Player is colliding with? They are not necessary when pathfinding is involved.
What are your AC and Unity versions?
If your scene has no Sorting Map, then how your sprite are rendered relative to one another will be based on your Unity setting (or custom scripts) - AC won't be affecting their order values any more.
When you …
Yes, the calls are necessary for the default 2D pathfinding algorithm. How many calls are made will be based on the "Accuracy" slider.
The alternative 2D algorithm is the A* pathfinding package on the Downloads page. This algortithm avo…
Thanks for the details.
The code you're running is effectively what AC is also running, albeit simplified. I'll look into this and see if there's an issue somewhere.
Thanks for the details.
The "Target direction fac" field causes the camera's rotation to be influenced by the direction that the Player is facing. If the Player isn't turning during this time, it shouldn't be factoring in like that.
Doe…
As intended - the Player is yours to control in this scene. It may be there the first time, just in a different position.
To hide them, place your sprite object on a new Layer, and then set your Camera's Culling Mask to only render that Layer. An…
"FlashHold" isn't an AC-recognised input. If you want Hotspots to be flashed by holding an input, you can rely on a custom script to read that input separately. Such a script can be found on the AC wiki here:
https://adventure-creator.fa…
I'm afraid it would create a conflict. If a Player isn't in the scene, AC will see it removed.
What you can do, however, is rely on "true" NPCs for the movement / scene placement that you are in full control of. These could feasibly eve…
Welcome to the community, @solitudegames.
What are your AC and Unity versions, and are your cameras independently arranged in the Hierarchy?
Cameras should retain their intended orientations when inactive - are you moving the Player at all during …
Try inserting an Engine: Wait Action of -1 second to delay the next Action by a single frame.
However, the best way to react to a change in Player character is to rely on the OnSetPlayer custom event. This event will be fired once a new Player has…
Make sure that your script's filename matches the name of the class - in the above case, SpeechBubbleDummyText.
Since this thread began, you can also get this behaviour from the "UI template: Speech bubble" template from the Downloads pag…