Essentially, each game made with AC relies on its own set of Managers (Settings, Inventory, Menu etc). These Managers are asset files created automatically when you used AC's New Game Wizard (see this tutorial).
You can see which Managers a game i…
Don't worry - if you are having issues, I am here to help. It's very likely that your issues can be recovered from, but I will need them detailed here in order to help.
You're welcome to create a new thread with screenshots/details of your issues,…
See the Manual's "Updating Adventure Creator" chapter for details regarding this process - if you didn't switch back to your own Managers after updating, that is the most likely cause for issues - though they can be switched back to after …
An InventoryBox element merely displays items from a collection - if you want to filter what's in there, you'll need to amend the original collection.
If you set an InventoryBox element's Inventory box type property to Custom Script, you can then m…
The two main things to check for would be:
* That the floor has a Collider and is on the NavMesh layer.
* If the Player has an Animator component (but no animation), that its Apply Root Motion box is unchecked.
If these are both already the case, …
Thanks for the files.
Try this alternative. It instead records the active Hotspot at the time the Inventory Menu opens, bypassing the need to check for it when using an item:
using UnityEngine;using AC;public class AutoUseItem : MonoBehaviour{ …
Yes - provided your game is set up to rely on Audio Mixers as covered by this tutorial.
Create a new Audio Mixer that's derived from your Speech Mixer, and assign it in the character's speaker Audio Source. You can then set this new mixer's volume…
If you're looking to have double-clicks come from LMB, then bypass the RightClickInteractions script, which works by replacing LMB calls with RMB input.
Overriding delegates is more suited to more isolated input tweaks, and I'd recommend the readin…
When the "Hotspot parameter" field is set, the GameObject parameter its set to will be set to the GameObject of the Hotspot - not the Interaction.
You can trigger a public function on that GameObject by using the Object: Send message Acti…
Can you share steps or PM me an example project to recreate the issue with? There're a lot of code snippets involved, but I need a more concrete example to work with.
If you're encountering an issue with AC's default InventoryBox, let's please sta…
It should be possible - and automatic.
What's your UCC version? Double-clicking to run works for me using the example scene in the UCC v3 integration package.
Always be sure to back up your project before changing AC version. If so, you're free to downgrade to the earlier AC version.
Have you reverted your game's Managers back to your own after the update process?
Thanks for the details.
As you're using a custom Interaction system, a lot of the input delegate overriding may not be needed. If you're in control over the effect of a right-click/double-tap, then having AC still register those as normal may not …
What is your AC version, and what Actions are you running when the key is taken?
It is possible to reduce the number of Remember components involved by instead teleporting the "key GameReady" object out of reach, and then just attach a Re…
What's your AC version? OnStart should kick in whenever entering a scene through natural gameplay.
A caveat: if you're using Player-switching, then OnLoad will be called instead when switching to a Player that's already inside that scene.
We'll f…
If a Hotspot's Interaction ActionList has a GameObject parameter, the Hotspot Inspector will let you map that parameter to the Hotspot.
A tutorial on incorporating parameters into custom Actions can be found here.