Could you PM me the scene file along with your Player prefab and Manager assets, so that I could test things on my end? Graphic assets won't be necessary.
Don't disable the Input system - that will keep the software cursor in place while its locked.
The system cursor will continue to display, as "Always show system cursor in Editor?" is showing.
Does the issue occur in builds, and are you …
Apologies for the trouble.
If a scene is saved when there is a script compilation error, ActionList data can be lost. ActionList assets do not have this issue.
As a fail-safe, AC now backs up ActionList data - you might have seen the "Auto-s…
Are you adding the Apple1 to the scene at runtime, or is it part of the scene file?
The Remember Transform component's Save scene presence? will cause an object's presence in the scene to be saved. To force-remove an object regardless of the save-…
Welcome to the community, @Stranga.
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This can be done with a custom script that hooks into the OnInventorySelect custom event, which is fired whenever an inventory item is selected, and then attempts to use it with the nearest Hotspot:
usin…
I'd need to see the Inspector of Hotspot itself, and its assigned Highlight, if on a different GameObject.
Does the Highlight work if the Hotspot is on by default, and is any other Hotspot associated with the same Highlight?
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Locking and hiding the cursor are separate - is the cursor still moving while its locked, and what is your "Cursor rendering" option set to in the Cursor Manager?
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Is this due to the Menu having a non-instant Transition? A…
You can use the Engine: Manage systems Action to selectively disable AC aspects, but turning it on or off completely will need to be done externally, i.e. via a custom script.
What is the specific use-case that requires AC to be turned off fully? A…
Oddly enough, I don't have an issue with this on my end - no such script is necessary for a non-root motion character to retain their position after a Timeline sequence.
The positioning behaviour and settings in Animation Timeline tracks have been …
In what way does it not work? Does the cursor still move, or are the UI Buttons responding somehow to the locked cursor?
If you're locking the cursor, is that because you're looking to have menus be interactive through direct (e.g. keyboard) contr…
For 3D characters, you'll want to rely on the "Mecanim" animation engine, which involves AC controlling Animator parameters that then drive animation.
A tutorial on creating such characters can be found here.
Would this be for a 2D or 3D game?
With 3D, if you use Root Motion to control movement then position changes should apply by default. Otherwise, you might be able to use a variant of this script on the wiki that applies changes to rotation:
https…
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The way Unity's Package Manager works is that the version of a downloaded asset is the same for that version of Unity, but that's separate for what's actually imported.
Importing into a fresh project won't affect your existing - but using a…
You can use script to alter your Manager field values at runtime - just right-click a field's label to get an API reference to it that can be copied into a custom script.
In the case of the Subtitles can be skipped? option, for example, that'd be:
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By AC menu, you mean a Menu with its Source set to Adventure Creator? And is the Unity Button linked to the Menu Manager?
Generally, your Menu Source values should be consistent. As they both use separate mouse-detect systems, it's not possible t…
Thanks for the images - can you share the Trigger's Actions as well?
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Are you determining this with the ActionList: Comment Action I described?
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Create a new Unity project and import the latest AC release, then copy your Managers, sc…
Both - it provides options for resolution, full-screen, quality, anti-aliasing, texture size and v-sync, and is written in a way that allows it to be extended through editing of a single script.
No problem. Essentially the changes boil down to each Crafting element being in charge of its own set of items - so you just need to specify which InvCollection you want to make use of.
There's a couple of ways to do this. If you want to referenc…