Is this for a 2D or a 3D game?
What is your Player's "Animation engine" set to, are any other scripts involved, and is your Animator's "Apply Root Motion" box checked?
If you can share a screenshot of your Player's full Inspect…
@pavemi95: Thanks for the elaboration. For that kind of UI complexity, I'd suggest a dedicated asset. I'd second @Gregorik's suggestion of using Dialogue System - it's an excellent asset and has a robust AC integration.
@Rairun: That's a good poi…
Was this an issue before the update?
I'll attempt a recreation, thanks for the details.
Try setting the Menu's Transition type to Canvas Group Fade (attaching a Canvas Group component to the UI prefab), and set a very small Transition time value, …
No problem - give this a try:
using UnityEngine;[RequireComponent (typeof (Rigidbody2D))]public class Controller : MonoBehaviour{ public float _speed = 1f; private Rigidbody2D _rb; void Start() { _rb = GetComponent<Rigidbody2D…
Yes, it uses a callback now in case the process can't be run instantly:
private bool gotVariables;public override void AssignValues(){ gotVariables = false;}public override float Run (){ if (!isRunning && !gotVariables) { is…
It can be in Awake, provided its on the PersistentEngine.
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The directive is there to prevent compilation errors on unsupported platforms.
You can try commenting them out - it may work - but the best way is to duplicate the script, make chan…
ActionList parameters are designed to help reduce the number of ActionLists in your game, though mileage will depend on how much you want to alter an ActionList when its run.
The Dialogue: Play speech Action can have both its character and speech f…
It'd be best to run your Action only once the character has spawned.
You can do this either by having your WalkScript function run the ActionList itself once spawned, or by attaching a script to the NPC that uses its own Awake function to run an Ac…
Is it the NPC's root rotating like wild, or their sprite child?
You can try unchecking Turn root object in 3D? in their Inspector, but it'd probably be best to rely on a script to snap their position/rotation to the rope through script as opposed t…
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Which is enabled at the time the Graphic Options Menu is turned on?
Try temporarily doing without Rewired - clear the EventSystem prefab from the top of the Menu Manager, and create a fresh scene without any Rewired scripts.
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Is you…
You can read the Player script's AllDirectionsLocked() function, or individual properties such as downMovementLocked:
if (AC.KickStarter.player.AllDirectionsLocked ()){ return;}
I cannot recreate such an issue. Check that you have only one script and class - the original from AC's "Scripts/Save system/FileHandling" folder, named SaveFileHandler_SystemFile.
Don't run your code in Awake - it'll run before AC has l…
You can try using the Menu: Select Action in the Menu's "ActionList when turn on" asset field, but it looks like it might be related to Rewired as I can't recreate the issue.
AC's built-in EventSystem will force the control of menus to ei…
You'll need to add a null-check at the top of your Run function to prevent the missing Animator from causing an error:
if (Animator == null) return 0f;
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It's not the best way to approach it, in case its run when the character hasn't been re…
I've expanded the ChatLog script above to add a couple of additional features - it can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Chat_log
Welcome to the community, @pavemi95.
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Built-in, AC displays dialogue text in separate Subtitle menus for each character. To have text appear in a "log" format, where each line is added below the last, you'd need to rely on custom …
You should be able to rely on regular Inventory items, rather than variables.
Inventory items can be categorised, and InventoryBox menu elements can be set to only display items in specific categories. What you could try is placing your "prop…