You can check Invert panning in Editor? in the Actions Manager to reverse the direction of dragging.
AC's source code is included with AC - you can edit the files inside its Scripts folder to suit your needs.
If you don't want to rely on AC at all for saving, you'd just need to avoid using AC's SavesList element, or the use of the Save: Save or load Action.
If you wanted to be extra-safe and disable the file-writing completely, you could implement a new…
Welcome to the community, @KristianS.
The Core Template used when creating your Project won't have a bearing on what type of perspective AC uses for your game. That is set by the Camera perspective setting, inside the "Camera settings" p…
If you prefer, though the use of items should still be valid - though scripting may be best involved depending on your needs.
You can show the "equipped item" in a separate InventoryBox element set to "Display Selected" - this w…
Welcome to the community, @HakunaMatata.
A few of the video tutorials cover Conversations - are you following one of them, or the text tutorial?
(Quote)
Is that to say you can't see the Conversation's list of dialogue options, or the speech lines …
If you want to get the rotation that AC "wants" the character to be, you can do so by accessing the character's GetTargetRotation() function.
If the character's Motion control is Automatic, though, this'll be applied automatically. If yo…
The Default PlayerStart is merely a reference for its values - it doesn't need to be the same PlayerStart that the Player enters the scene from.
Though you may have to adjust other values after checking Use default PlayerStart? to correct its posit…
Currently, the use of rotation for Perspective cameras is hard-coded. I'll see if this can be instead based on a per-camera type property.
In the meantime, if you don't mind applying this change to all Perspective cameras in your game, you can mod…
The use of number-keys to select dialogue options is optional - you can still select/click on them directly without a numpad.
Can you elaborate, with screenshots, on how options are to be chosen in your game and how the deck currently behaves on yo…
By default, speech with audio does not display - it's bound by the "Subtitles" option in your Options menu.
To force the display of subtitles regardless of audio, select the Subtitles menu in the Menu Manager and check Ignore 'Subitles' o…
Try the "Isometric camera" package over on the Downloads page - it's a special camera type intended for isometric perspectives, and pans when the cursor influence option is enabled.
What are your AC/Unity versions, and is the camera of the type "GameCamera"?
Attach a Constant ID component to the camera in question - though it likely won't resolve the issue, it'll help prevent other issues compounding it.
It should b…
As a preface: I should note that it an alternative approach would be to use the Inventory: Add or remove Action's "Replace" method to swap out the Celestina item for another (e.g. Celestina_Updated) that has the same interactions but a dif…
You can use a Global variable to keep track of what item's equipped, by creating a PopUp variable named e.g. "Equipped item" with values such as "Nothing", "Torch", etc.
Though, it may be that the regular item-selectio…
Yes, you'd need a script for that.
It looks like what you have is already working for what you need, but if you wanted a more general-purpose script that simply runs a Hotspot's examine interaction upon hovering over it, you can use this instead:
…
Congrats on the first release. I've removed your duplicate post in Adventure talk, however - this is the correct place to post about games made with AC.
Here's an alternative script that will turn the Hotspot on only when the specific item is selected:
using UnityEngine;using AC;public class AutoDisableHotspot : MonoBehaviour{ public Hotspot hotspot; public int itemID; private void Start (…
It shouldn't be that the updated player-switching workflow should prevent it, but your custom script may need to be adjusted.
If you just want to affect the current Player, you can reference them at any time with:
AC.KickStarter.player
To give mo…
A* itself is just a pathfinding algorithm - are you referring to a specific asset, e.g. A* Pathfinding Project?
It would be best to have either AC or A* control both the character's position and rotation - which is being used to control position at…