Welcome to the community, @laethyn.
These are great, thanks for posting. I've posted them on the AC wiki here: https://adventure-creator.fandom.com/wiki/WWise_integration
By default, Unity UI will only react to the mouse cursor - not a simulated cursor such as the one AC generates.
To have Unity UI react to a simulated cursor, you need to supply a replacement to Unity's default EventSystem.
AC introduced the abilit…
Such a Menu exists with the 2D Demo, but switching the movement to Direct and clearing the pause background from the Menu Manager (so that the game is still visible) does not cause the issue on my end.
Is the same true for you with the 2D Demo?
The main one I'm aware of is to make sure all lines have valid Addressable keys, because AFAIK it's not possible to check if a key exists before reading it. You should recieve a Console warning in such an event, however.
Do UI elements react to the cursor's position, i.e. change colour when hovering over them?
When using Unity UI, clicks are made with the Submit input - InteractionA is used for AC menus.
1000s of files in Resources will slow things down, yes. The most performant way of handling speech audio is to rely on Unity's Addressables system, which AC supports.
See the Manual's "Speech audio" chapter for details on this, and the o…
Are you using Active Inputs to turn the Pause menu on, or its default "On Input Key" setting, and what physics components does your Player character have? Screenshots of both would be best to understand the situation.
We'll need to deter…
The Speech Manager's Reference speech files field can be used to change how and where speech audio files are referenced by the game.
By Naming Convention relies on Resources folders. It's convenient, so it's good during development, but not so muc…
You can run the OnLoad cutscene with:
KickStarter.sceneSettings.OnLoad ();
To have it run after the loading process is complete, hook into the OnFinishLoading, in a script attached to the PersistentEngine prefab:
using UnityEngine;using AC;public…
What version were you updating from?
Let's see details of a typical Menu's properties, as well as a "Pause Gameplay" ActionList that causes it to turn on.
The "Clickable in Cutscenes?" option should only take effect if you're c…
On a technical level, a character speaking, and their subtitles showing, are handled separately. They should both be speaking at the same time - it's just that the Subtitles are only showing the latest to speak.
To have multiple Subtitles appear a…
Yes - not a complex one, but one is necessary to initialise the Menu with the necessary data:
using UnityEngine;using AC;public class NewItemMenuSetup : MonoBehaviour{ private const string menuName = "NewItem"; private const string …
If you want to bring them in without affecting other objects in the scene, then yes - converting them indivudally to assets and back again sounds best.
SaveSystem.LoadGame is the right function call. It shouldn't prevent OnLoad from running - though OnStart won't be run in the case of loading a save.
What's your AC version?
What is the locked state of the cursor during normal gameplay, and what are your Cursor Manager settings?
If you disable the Cursor and Input systems, AC shouldn't control the cursor any more - it might just be a case of having to unlock the system…