Are you referring to the A* Pathfinding Project?
An integration can be found on the AC Wiki here:
https://adventure-creator.fandom.com/wiki/A*_Pathfinding_Project_integration
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A Sound object is required for the Action to work, but a lack of it shouldn't prevent the rest of the Action chain from running.
If you want to play a sound without a Sound source, use the Sound: Play one-shot Action instead.
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The "B" key in the Input Manager refers to the keyboard key - not one of the four buttons on the side of a gamepad.
For that, Input Manager uses the "joysick button #" syntax as covered here:
https://docs.unity3d.com/6000.2/Doc…
You can assign an Icon texture in the Settings Manager's Hotspots panel that - if Display Hotspot icons is set to Only When Flashing will show when the FlashHotspots input is pressed.
For greater control over what happens at this time, a custom scr…
Following your settings, the issue I'm finding on my end is that the Menu is turned off automatically following the QTE completing - meaning the effects of the animation aren't visible. Is this the case for you?
Are you referring to the cursor graphic?
While an item is in transition via the mouse cursor, you can enable the "Inventory icon" so that the cursor's graphic changes to that of the Item's texture.
This behaviour can be configured via th…
If you're porting to Xbox, what is your SaveFileHandler? It's in that script that updateTime is set.
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If both are negative, is that to say the oldest one has the largest absolute value, or the one closest to zero.
v1.74.2 is very old now, …
What platform(s) is your game available on, and how are you providing the save/load game feature to players? With AC's default menus, or custom ones / ones with ActionList logic?
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Are you able to reproduce this behaviour?
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Unfortuna…
I'm not seeing a reason to involve multiple scenes from your description. You can attach a Timeline to a prefab, spawn it in (with Object: Add or remove), and then play that Timeline back using the Engine: Control Timeline Action - all within the s…
Welcome to the community, @JakesTheFox.
AC's Player and NPC components has a Motion control field that - when set to Manual (as opposed to its default Automatic setting) - prevents AC from affecting its Transform values, leaving a separate controll…
I can only speak generally without seeing the specifics of your setup / desired behaviour, but a separate scene shouldn't strictly be necessary. You could spawn in the animation as a prefab, and/or use Timeline to handle the animation.
You've said you modified AC to call SetTrigger to allow for this - which lines, exactly?
The latest release has made this change officially. It would be worth testing it in a backup/duplicate project.