Welcome back, @fffff.
What's your Unity version? If it's platform-dependent, it may be a Unity issue.
The profiler spike doesn't look to reference AC - instead it appears to reference Post Process Layer. Try expanding the terms with the highest …
I can't say with certainty of how Gibbous's devs went about their stat system, but you'l typically want to start with using Global Variables to represent your stat values. Whether or not you incorporate Inventory items, properties etc, the final &q…
The error messages are coming from TextMeshPro, rather than AC.
A similar thread on the Unity forums about this can be found here. Try the suggested fix of re-importing your font's shader asset, or the "TMP Essential Resources".
My mistake - it was being blocked by the game being paused.
I've amended the script above to have it play on the "Default Sound" object assigned in the Scene Manager.
The code above separates the inputs, so that only touches are recognised in the build. This version should allow both types at all times:
public string inputName = "FlashHold";private void Update (){ if (isInGameplay) { if (…
Re: spamming - I've since verified your account, so the auto-flagging should no longer occur.
The issue occurs because Button menu elements are not set up to receive right-clicks. To back out of the submenu, you're best off relying on an Active In…
Thanks for the flag. Indeed it doesn't look right, but I'll need to look into it further.
For the moment, best to rely on the variant that passes in the next Action itself.
Unity Navigation pathfinding is only available for 3D scenes, and so the use of the baked NavMesh to limit direct-control is only avaiable for 3D games. I shall make this more clear in the Manual.
In 2D, you might be able to get by with checking i…
Is this an issue in builds, or only the Editor?
In the Input Manager, you can set the input's Positive Button field to mouse 0 to have left-clicks trigger the input.
Welcome to the community, @pequeerular.
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As in, have e.g. a "Sponge" icon become interactable if some previous Actions were ran, e.g. the "Brush" interaction?
I think the main thing it depends on is whether or not the &q…
The OnStartSpeech event is fired when characters start speaking - a tutorial can be found here.
A full list of available events can be found in the Manual's "Custom events" chapter.
However, since animation changes can come from a variet…
Thanks for the details.
Apoligies - yes, PlayerInput's InputTouchCount will need to be made public. I shall make this change to the next release, however.
Apologies, I misunderstood your question.
Aside from the Back button element in the Menu Manager, all the other elements listed are of the type "Label", and they're just there to display the option names so that they can be included in tr…
Welcome to the community, @phatiphong.
Are you able to move the Player around despite the message?
This message will come from Unity's Animator component if it has nothing assigned in its Inspector's "Controller" field.
To remove this w…
It's possible with scripting. I've added a script to handle this on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Changing_item_graphics_with_amount
Is the rest of the animation that works in the same Timeline, or handled separately?
The MainCamera track should work automatically - both when previewing and at runtime - so long as you have a MainCamera and separate GameCameras to switch to, as s…
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The BackButton element's Click type property is - by default - set to Turn Off Menu. You'll need to update the logic that runs when the Menu is turned off to have it either turn on the Title menu, or your Pause menu, depending on which scen…
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The Animator doesn't need to be on the root object. You can assign which specific Animator component the character relies on by assigning it in the Player/NPC component's Animator (optional) field. The parameter fields set above it will st…
If you're still relying on an InventoryBox element, such code should typically be placed inside an OnMenuElementClick event hook - is this the case here?
An InventoryBox element doesn't store items itself - it just displays items within an InvColle…
The Actions I posted involve checking that all items in the Player's Inventory are held simultaneously - the logic at the end is only run if all are carried.
Running the Actions in parallel will cause the logic to be independent - each item is proc…