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I will need to see your Settings Manager and the way your Hotspot Detector is set up. Full-screen screenshots of your Player + Hotspot Detector child will be best.
What are your AC and Unity versions, also?
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Do you mean a Box Colli…
Pausing a scene-based ActionList alone shouldn't cause it to be removed.
Your video shows a warning message at the time the "Hunger_Decrease" object is removed - can you share the message in full as it appears in the Console?
On the wide…
Though it may appear similar, the exact error should vary based on the "Player switching" field. What was the error when set to "Do Not Allow"?
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Yes, I can see this - I will have to consider how this might be gotten arou…
Welcome to the community, @TuybrushGhreepwood.
The combat example is fairly rudimentary, and will certainly need to be extended through further custom scripting in order to be made a proper game.
Currently, the ammo system is very simple. The shot…
The built-in function of hiding the selected item is purely cosmetic - the item's still there and interactive. You'd need to rely on a separate technique to have it be properly hidden and non-interactive.
To my mind, this is best done through the …
It's set internally to the SFX mixer, but you can override it through script at runtime:
KickStarter.stateHandler.GetAmbienceEngine ().audioSource.outputAudioMixerGroup = myAudioMixer;
An InventoryBox element can be mapped to a specific Container in one of two ways:
* Through the use of the Container: Open Action, checking Open in set element? and then assigning the names of the Menu and Element names to display it in.
* Through …
Welcome to the community, @sean60.
AC separates Hotspot detection, input, and movement modes so that all can be set independently.
To interact with Hotspots with a keyboard or gamepad, define an input named "InteractionA" in Unity's Inpu…
Objectives aren't something you can delete - they're just a state that can be changed.
If the Objective relates to the player needing to overcome their hunger, you can use the Objective: Set Action to mark the Objective as completed once they've ea…
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There's no forced limit, and the performance of AC "tracking" characters should be minimal. Any performance considerations would revolve around the size of the assets involved, since they'd be referenced by the Settings Manager an…
An InventoryBox set to display Objectives has an "Objectives to display" property that can be used to only show e.g. active objectives. How does this differ from what you're looking to achieve?
As this is a visual problem, any screenshot…
A recent thread regarding the decreasing of variables over time can be found here.
If you're decreasing two variables by the same frequency (i.e. every frame or every X seconds), you don't need two parallel chains - just decrease one after the othe…
What are your AC and Unity versions, and how are you loading in your speech files, i.e. what is your Reference speech files field set to?
The audio of one character shouldn't interrupt the audio of another. However, if your Subtitles menu has Dupl…
When using Player-switching, AC takes control over exactly where the assigned Players are at all times - local Player objects in the scene aren't compatible with this feature. If you rely on Player-switching, you'll need to remove the local Players…
Welcome to the community, @JohnnySins.
This'll require custom coding. Two scripts: first is RandomNames.cs:
using UnityEngine;using AC;[CreateAssetMenu (menuName = "Random names")]public class RandomNames : ScriptableObject{ public s…
You needn't recreate the Conversation for each scene - just create one, prefab it, and have your Dialogue: Start conversation Action reference the Conversation prefab - not the instance in the scene. You can then remove the Conversation from the sc…
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See the Manual's "Updating Adventure Creator" chapter. If your Managers revert back to that of the demo game after updating, re-assign your own Manager asset files.
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This should be the case by default - as with the Setting…