Welcome to the community, @3DMethods.
An InventoryBox set to "Display Selected" will only show a single item - the one currently selected, so it won't show anything by default.
This thread is over 10 years old now, and much has changed. …
SpawnAllPlayers will only spawn in Players that are configured to be in the current scene.
When you have multiple Players defined in the Settings Manager, you can click their respective cog icons to edit their Start Data, including which scene they…
It'll be added automatically when running the Character Wizard to create a Player for a First-person game.
To do so manually, you can add it from the Inspector's Add Component menu via Adventure Creator -> Camera -> First-person camera.
What speech, specifically, is ignored?
Are other lines within the same lists gathered, or are all lines within a given list ignored?
Please share as much detail as you can, including your AC/Unity version numbers.
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The Cycle element has a …
Make your method public, attach it to an empty GameObject in the scene, and then make that object a prefab, and remove from the scene.
You can then use AC's Object: Call event Action to reference that method via the prefab.
Welcome to the community, @STEVONATRON.
No apologies necessary - thanks for reaching out, this is a common trip up with Unity newcomers.
This occurrs when there is a difference between your project's way of defining input, and AC's way of reading …
If you have a Player listed in the Settings Manager, the prefab will always be spawned. To avoid seeing the Player, you have these options:
* Place a PlayerStart off-screen
* Move the MainCamera off to the side
* Attach the Player component to an …
Are you clicking inside the Game tab to "return" to it?
Is there a pattern regarding when it works vs when it doesn't, i.e. a particular scene or state the game is in?
Was this previously working with an older AC version, but the same Un…
Writing to the properties of a Render Feature can be tricky and does require scripting - a thread on this topic can be found here.
The exact code would depend on your feature, and the properties you wish to change, but that's outside AC. If you ha…
The solution here is to use a Sorting Group, which allows you to build a hierarchy of sprites that can be sorted relative to one another individually, while treated as a single sprite when sorted with sprites outside of that group.
Essentially: att…
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It's named "Drag-drop list re-ordering?" It won't affect IDs, however.
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The "Change ID" option will amend your project's references to the affected Objective as best it can.
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InventoryBox elements that di…
It should be that the bar is displayed in full at the very end regardless of the time taken.
Looks like there's a small typo in the code preventing this.
To fix: open up AC's MenuTimer script and look for the following around line 236:
if (progre…
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Speech and Narration should both handle the same in Timeline as they do in regular Speech Actions.
For Narration that appears separately in the UI, create a line without a Speaker, and have a new Subtitles menu that has its For speakers of …
What's the context? Unless the cursor is in the centre of the screen, the camera's always going to be offset according to it - unless you affect the property through script:
GetComponent<GameCamera2D>().followCursor = false;
Alternatively, …
What collisions are you involving? I should note that your Player will still stick to the NavMesh in this mode, so if the only way you're looking to limit motion is by the shape of the NavMesh you should be fine.
To limit motion further, it should…