Don't add the prefab manually to the scene - in order for AC to be in control of it, you will need to let it be spawned in via the Menu Manager.
In the Hierarchy window at runtime, expand the "DontDestroyOnLoad" folder. That is where spa…
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Custom events are a way of running your own additional code when AC performs common tasks - in this case, when a Hotspot is selected.
See the tutorial I link to above in my first reply, as well as the Manual's "Custom events" chap…
My sincere apologies - this is an issue with the current release, and an official update to address it will be out shortly.
In the meantime, a workaround can be found here.
It should do - each layer is in the same way.
I can't recreate such an issue. What are your AC and Unity versions, and are you controlling any animation playback once the game has loaded?
The error looks to be related to one of your Player characters have a parent Transform - try moving all to the root level in the Hierarchy if this is the case.
I'm not clear on the reason why you're adding multiple Players to the scene and then dis…
Welcome to the community, @Sound_power.
The text-scroll audio is more intended for smaller audio clips (e.g. a single beep or typewriter press sound) rather than a longer clip that might play only a single instance throughout the life of the speech…
AC's own Character Wizard is a standalone script - you could duplicate it and make modifications to suit your needs if desired.
I'd say, though, that the "Unity best-practice" approach would be to create a base NPC prefab and derive the a…
Categories are defined in the Inventory Manager's Categories tab. Once defined, you can check "Limit by category" in your InventoryBox's properties to filter by specific categories.
Yes - if the Interaction is run instantly due to double-clicking, the Player is teleported to the Walk-to Marker before the Interaction is run.
I can look into making this behavior optional, however.
The contents of a Container can be displayed in an InventoryBox element of type Container. By default, all such elements will display the contents of the "active" Container, i.e. the one last opened using the Container: Open Action.
To m…
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Yes - along with another Integer parameter for the weapons ammo capacity, if you wanted that to be variable as well.
I have now updated the example with a reload system.
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To reduce an item's count, you can call the Delete function:
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A custom Action that checks for a given condition can be written by duplicating the ActionCheckTemplate script and modifying it as outlined in this tutorial.
If you can share the C# code needed to access the Dialogue System variable, I can provide …
Recreated, thanks for the details.
To fix it, open up AC's GameCamera2DDrag script, and find the OnDisable function around line 111. Inside that, replace:
base.OnEnable ();
with:
base.OnDisable ();
Welcome to the community, @Aru.
Can you share details on how your camera is set up? Is it part of the scene you're entering, or the one you're leaving?
Any screenshots you can share of where it is in the Hierarchy will help me understand the situ…