Looks related to your Menus in some way. How many are being shown at the time the spikes show up?
Does this occur if you temporarily swap your Menu Manager asset file to Default_MenuManager?
To prevent Menus from inadvertently taking control from scene input, it's necessary to use the Engine: Manage systems Action to allow for direct-controlled Menus during gameplay.
The only way you could ensure type safety in that scenario would be to use custom Actions that reference the type explicitly.
That said, the alternative to using variables/enums for a skill system - if you wanted to use AC for it - would be to rely…
You're correct on all fronts: OnDownload should be called, and that is the correct fix.
I'll apply this change to the next update, thanks for the breakdown.
If you're using the provided save-file handlers, AC will base its save game files on the project name along with the "Save filename" you set at the top of the Settings Manager. New builds of the same project where this data is unchanged s…
The Detector and its "Is Trigger" Collider needs to be on a child object, so that it can be expanded to surround the Player, or be in front of them.
At the moment, it can only detect objects in the same space as the Player. The Hotspot g…
Don't convert it to a prefab, no.
Is the Timeline asset already assigned in the Playable Director, such that the "Timeline (optional)" field can be cleared?
I'm afraid this doesn't appear to be an AC issue.
Thanks for the report. Yes, it's an issue with GameObjectValue being set - Unity doesn't allow access on a separate thread.
If the Variable doesn't need saving, you can hook into the OnBeforeSaving event to inform your script to avoid the call wit…
Is the Canvas a prefab, or part of the scene file?
Unless you're using the "Remap bindings?" option in the Timeline action, AC won't affect non-AC tracks.
Thanks for the files. I've updated the script and provided a guide for it on the AC wiki:
https://adventure-creator.fandom.com/wiki/Text_Animator_speech
If that's the same object you're affecting with the script, yes.
You can clear it by deleting the Line Element itself in the Menu Manager, or by just removing the Constant ID component from the GameObject - it's this that creates the link with AC.
You can do this with a custom Action.
For a specific Menu, you can get the number of visible elements with:
AC.PlayerMenus.GetMenuWithName ("MyMenu").visibleElements.Count
In an Action:
using UnityEngine;#if UNITY_EDITORusing UnityEdit…
Are you using speech-scrolling? If so, what is the effect of disabling that feature?
If you're speech-scrolling, you'll likely need the second script in that thread. Bear in mind, however, that you'll need to detach the Text object from AC's Spee…
* If you pause the game while this occurs, and select the Text Animator component in the scene, what text is shown in its Inspector?
* Does it display if you remove the tags / expression tokens from the speech text?