The Project settings are stored in your ACEditorPrefs asset file, which by default is stored in the /AdventureCreator/Editor folder. If you want to retain its previous values, you can omit this file when importing package updates.
Yes, you can convert the label text into an array using a common separator and then check each verb individually.
For example, this'll process verb labels separated by a forward slash, i.e. "talk/chat/speak/say":
using UnityEngine;using …
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Deleting and re-adding it would be the way to go - what did it do?
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An InvInstance is a runtime reference to an InvItem - similar to how a scene instance of a prefab references a prefab asset file.
If a given item is present in mult…
Text-parsing is outside of AC's scope and does involve a lot of custom behaviour - e.g. in your case, no need for a Hotspot name.
You can still leverage the Input element type by parsing it via a custom script, however.
For example, this script's …
A script that allows Timeline speech tracks to be skipped can be found on the AC wiki here: https://adventure-creator.fandom.com/wiki/Skipping_Timeline_speech
It works by evaluating the currently-playing speech line, and moving the current Timeline…
Your screenshots are too small for me to make out the messages - can you copy/paste them from the Console?
Though, it looks like a case of you already having a script named "MouseOverInteraction". If you're trying out the scripts separat…
It can be done through script, but I advise caution:
KickStarter.speechManager.PopulateList (true);
To avoid duplicate IDs, the process needs to scan all scenes in order to know what IDs are already "taken" by the current state of the ga…
The two scripts I wrote are variants of the same idea - don't try both at once, but one at a time.
When adding a C# script file, you'll need to match the filename to the script's class name - i.e. the word after "class" to the top.
For t…
The exact method depends on your character's animation engine, but both 2D options involve first preparing an alternative set of idle/walk/run animations (as required) and placing them in the Animator alongside your "regular" animations.
…
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If it's greyed out in the Hierarchy, then it's being spawned correctly, and I suspect that the positioning/anchoring issue is related to it not showing.
To see how it's appearing, you can pause Unity and enable it manually to see what posit…
To group each other?
Since placing an item at a specific point typically involves checking other conditions to determine where exactly to place it, this is best handled through custom scripting.
You can use the Insert function to specify the index…
This should be possible with a simple script that hooks into the OnCharacterSetPath custom event to modify the Player's isRunning variable based on their movement lock:
using UnityEngine;using AC;public class RetainPlayerMoveSpeed : MonoBehaviour{ …
Your script's player variable is of the type PlayerPrefab, which is a data container and separate to the Player class that's present in the scene at runtime.
Details on this class can be found here in the Scripting Guide.
To get the ID of the play…
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This function returns all of the prefabs - not their respective scene instances. I can look into providing an alternative function that does this, but it is possible to get them by manually iterating through the players List:
foreach (Play…
Version 1.75.6:
* Added: Option to prevent the Player from snapping to a Hotspot's Walk-to Marker in the event of double-clicking
* Added: Option to GameCamera "Cursor influence" panels to smoothly reset the camera during cutscenes
* Adde…
I have revised the tutorial with notes about anchoring the Panel, as well as parenting the other objects to the Panel to avoid having to anchor them as well.
It may well be that the anchoring was causing both of your issues - give it a try now and …
Are you spawning players through script, or allowing AC to handle it automatically?
What is your AC version? I can't recreate this issue.
When AC spawns a Player, the PlayerPrefab class calls the Player's SpawnFromPrefab function, which passes th…
Is your CreateNew function passing a character in the scene, or the prefab?
If AC tries to manipulate the original prefab asset file it'd likely cause this issue. Though it should be possible to remedy this.