Thanks for sharing - though I'd like to hear more about the original situation that led you to this.
Are you looking to keep your Hotspots and their on-screen visuals separate, or is attaching the Hotspot component directly to the same object that …
Welcome to the community, @JCostello95.
It sounds like a QTE is probably the easiest way forward - as it allows you to deal with the logic within a single ActionList, and has options to display a Menu while running.
If QTEs were updated to run ind…
Are you using the provided Input System integration package on AC's Downloads page? Which inputs specifically are not responding?
The default Pause menu will automatically hide the Save button if saving the game is not currently possible - which i…
Though AC isn't strictly intended for RPGs with stat elements, basic Player stats can be represented through the use of Variables - either Global as defined in the Variables Manager, or Component as defined on a Variables component attached to the P…
You need to call the Variable: Timer Action separately - it shouldn't be part of the "On Update" ActionList, but run when the scene / game begins.
You can also remove the "On Update" ActionList - and instead use the "Action…
Welcome back, @Chicky!
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While debugging, begin your ActionLists with ActionList: Comment Actions, which can be used to print logs in the Console. This should help make it clear what exactly is being run, and when.
If your Triggers are inte…
Thanks for the details. I'm not familiar with BlockBench, but it does sound like an axis issue.
Which GameObject have you attached the Animator to? The same child object as the model, or the character's root? If you open up the Animation Clip in…
I think I see the issue.
The Cycle element, which is linked to the PerspectiveToggle variable, will update the variable's value automatically before the ActionList is run.
The ActionList shouldn't be updating the value itself - only reading it - a…
On a typical adventure game, the overhead of having a separate GameObject is pretty low, so personal prefence is a main factor.
I'd personally go with a single object, since it's generally easier to deal with fewer objects. Also, if you want to re…
The variable is linked to Options Data, so changing its value will update the Options automatically. Though, you'll want to run the PerspectiveChange ActionList when your game begins - if not already.
Can you share a screenshot of the PerspectiveC…
You can try raising the PickUp's Max distance from camera value, but the Ignore Player's collider? option should be preventing collisions between the PickUp and the Player.
Does the issue remain if you temporarily replace the Player's Character Con…
We'll need to get the icons showing while highlighting, without the script, first.
The Highlight component needs to be attached to the same GameObject as the sprite. If your Hotspot and Sprite Renderer are on separate GameObjects, remove the Highl…
The cursor will disappear by default whenever gameplay is blocked. You can assign a dedicated "cutscene" cursor, however, at the bottom of the Cursor Manager.
AC is intended for more traditional adventure games, but it does share many of the features of a visual novel, such as NPCs, dialogue, and player-choice.
I should think you could technically use AC, but you may be better off relying on a separate a…
Since this thread was posted, AC has a dedicated Timer feature. You can create a Timer from the top toolbar, under Adventure Creator -> Editors -> Timers Editor.
Create a new Timer, and check Link to Global Variable?. Create a Global Intege…
Welcome to the community, @wendellmeset.
This is for a 3D game, I take it?
Check that your 3D model is "front facing". Place it in your scene, set its Transform component's Rotation values to (0,0,0), and check which direction they face…
If you've linked up the Text box to AC's Menu Manager via a Label element, you can set its content within the Label element's properties. That will mean you can make use of variable tokens within the text, which you can use to make the display text…