Check the interactivity of a Hotspot higher up in the screen - to rule out the boundary of the Conversation menu blocking clicks on the bottom of the screen.
If you enable the AC Status box (from the bottom of the Settings Manager), what does it di…
Yes, the screenshots look fine.
What of the Hotspots, though? Do they each have Highlight components attached, and were their icons showing up normally before adding the script and setting Display Hotspot Icons to Only When Highlighting?
You ment…
You can attach a custom script to the Player that hooks into the OnPlayerJump custom event to fire off an AudioSource:
using UnityEngine;using AC;public class JumpSound : MonoBehaviour{ public AudioSource jumpAudioSource; private void OnEnabl…
Thanks for the suggestion.
I'm not sure the amount of use it'd get vs the complexity it would add to the interface would make it best to include officially, but certainly I should like it to be possible to add via custom script.
It's not currently…
The script relies on Unity's Input Manager - not Input System. The input needs to be defined in "Project Settings -> Input".
I've updated the script to make it universal, so that it can work with Input System. However, you will need …
By "Dialogue System", are you referring to an individual Conversation dialogue option, or the NPC's Hotspot Interaction itself?
The Hotspot: Change Interaction Action can be used to disable a Hotspot Interaction. You can run this at the …
By default, a Conversation is a separate "mode" to the rest of the game, and Hotspots will not be interactive while a Conversation is running.
If you check Allow regular gameplay during Conversations? in the Settings Manager, this restric…
Each template is different - you can find instructions on how to use it in the provided Readme file.
You've downloaded the wrong template - I was referring to "Puzzle template: Item arranging", not "Puzzle template: Simple examples&q…
What is the corresponding option? Are you referring to a Global Variable that's linked to Options Data?
If so, updating the variable - either through Actions or through Menu elements - should update both the variable as well as it's options data …
I'm not clear on your description. Are you asking for a sound field in the Inspector, to play when the button is pressed, or is the issue to do with the button not responding with your Settings Manager?
Welcome back, @sturgical!
Sounds like a case of AC missing a step here, rather than yourself. Currently there isn't an equivalent "Set Drag Parameters" component, but you've made the case for it, and I'll look into providing this.
Is the "Close" text in the image coming from the Hotspot menu?
What is your Document menu's Source? If set to Adventure Creator, then elements are drawn in the order they are listed in the Menu Manager - so placing the Close button at th…
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It's actually the ActionList itself that checks for Time updates - but the ActionList should check for real-time as opposed to un-paused time so long as:
* It's an ActionList asset
* "When running" is set to "Pause Gameplay&q…
I would like to see the issue for myself before settling on a solution. Could you provide steps to recreate the issue? Screenshots of your full Player Inspector, PickUp Inspector (and of any Collider children), and Settings Manager might be enough.
Have you downloaded the "Puzzle template: Item arranging" package on the Downloads page? This package allows for item-dragging puzzles, and includes a Jigsaw example scene that can be repurposed for this kind of gameplay.
Can you share screenshots to illustrate your question? I'm not totally sure I'm following your meaning.
A Document can be assigned an Image as part of its properties, but not for individual pages.
If your Hotspot menu has Always fit within screen? checked., then it will not go beyond the screen edge. You can assign a background texture to see more clearly how large the Menu is.
Share a screenshot of the Menu's properties. If you use Unity …