Welcome to the community, @Orfi.
If you backup/duplicate this project and import the latest release, does this issue persist?
Do you mean that the UI Button disables itself after clicking it, or the whole time it is displayed?
If the Button is li…
Welcome to the community, @LegForDays.
Through script, you can determine this by reading the FPCrouch script's IsCrouching property, i.e.:
bool isCrouching = GetComponent<AC.FPCrouch> ().IsCrouching;
You can use this in a custom script (Set…
That's best handled via a custom script as it involves manipulating an Image component's scale. I've added an example to the AC wiki here:
https://adventure-creator.fandom.com/wiki/Flip_portraits_with_character_direction
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The script above should allow for that. But if you're separating environment prefabs, does a typical prefab include both the visual element as well as the Hotspot? Or are you keeping the interactivity separate? If they're both part of the…
Don't remove any components from AC's GameEngine - that will cause AC to break.
You likely don't need to assign a custom EventSystem prefab in the Menu Manager, but you will still need to ensure only one is present in the scene.
Remove the EventSy…
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That's all the script does, yes.
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I'm not sure about a built-in option, but certainly this can be achieved with a single custom script placed in the scene:
using UnityEngine;using AC;public class AutoSetSingleClick : MonoBehaviour{ …
You would need to involve custom scripting to populate your UI - however, AC does provide a custom event system that can help with this.
A tutorial on custom events can be found here. The example event it covers - OnStartSpeech - is also the one y…
See the warning message appearing in your Console window - you have two EventSystems present in the scene, which will confuse Unity when it comes to responding to inputs over interactive UI components.
AC will spawn its own when it begins - unless …
Thanks for the details.
Currently, z-sorting is necessary for 2D characters that can move around the scene. This can be automated by the Sorting Map component, but not if you're opting to rely on Unity's Transparency Sort Axis instead.
You raise …
Those properties aren't intended to be changed at runtime. Feasibly they can - through script - but they aren't something that can be controlled using AC's provided Actions.
You can, however, attach a custom Remember script that purely saves this …
The SpeechBubble package requires TextMeshPro to work correctly, because it relies on TMPro's GetPreferredValues function to calculate how large the bubble should be.
If AC detects the TextMeshProIsPresent symbol, AC will rely on TMPro for Text com…
Welcome to the community, @poink.
Are you relying on the mouse to detect Hotspots? Indeed, raycasting is necessary here - it's not possible to detect them through visibility, but must instead rely on colliders and raycasts.
Is this a case of havi…
Thanks for the details. I've had a look at the asset, and yes - it's a case of needing to mix Sprite and Mesh Renderers together.
AC generally relies on Unity for rendering duties, and the Sorting Map is now recommended primarily to scale characte…
Welcome to the community, @audreyq.
What's the puzzle asset you're using?
If I'm understanding right, you're using AC's Menu system here purely as a means to show/hide the puzzle. Is this because the puzzle itself uses Unity UI, or because you wa…
You should be able to achieve this with a second, invisible, Menu that is used to detect the mouse being over the very top.
First, check Start game locked off? in your Inventory menu's properties panel. When a Menu is locked, it won't be turned ev…
I'd second mikelortega's answer on that thread - using a RenderTexture and updating it every "X" frames would be my approach.
The MainCamera is the one that'll need to be affected, since that's what performs all rendering. However, if yo…
Triggers can detect objects in one of two ways - either by using the physics system (i.e. Rigidbodies), or by reading the positions of specific objects. Both of these use separate methods of specifying what the Trigger detects.
The Trigger in your…