You would need to constrain the Player to the Path, using the Player: Lock to Path Action, and ensure that the Path has Override gravity? checked.
There is an issue with the First Person player prefab that prevents this option from working, however…
I'm not following the need to wait until AC is initialised before manually populating your dictionary from the GameSave. You can define the handler instance earlier, do what's necessary, and then - in a later scene - load AC:
var optionsFileHandle…
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Is this to say such tags work with the same setup, i.e. the Text Animator component?
Can you share the raw text being used to display the speech in your example?
Is the intent to allow the Player to move freely up and down it?
The issue is that movement input is still aligned to the ground - so even when looking upwards, the movement is still flat.
I'll have a think about this. A custom script could handl…
While I'm the author of AC, it's important to know that development has been shaped by the help of the community here: offering suggestions, advice, and wishlists that AC really wouldn't be the same without at this point.
I certainly don't know all…
When dealing with UI, it's better to attach your script to each Button in the UI prefab, and then compare the "instance" variable with that associated with the Button it's attached to:
public bool IsThisButton (InvInstance invInstance){ …
I would need more context. Does this occur when the ActionList runs in isolation, i.e. by clicking "Run now" in its Inspector, without being part of a wider chain?
What are the contents of the Actions it runs?
Run the Profiler with Deep Profile enabled - does that reveal any more specific sources?
Test the same operation in the latest release - that's quite an old version, and it will be necessary to know if this is due to an issue that has since been ad…
Mouse raycasts are blocked by Colliders on the Default layer. If you place your walls on this layer, or add invisible Trigger boxes where they are, they will prevent clicks through them into other rooms.
Welcome to the community, @jigsaw.
In what way do you want to highlight it? With a texture swap?
If you read SelectedInstance instead, you'll get a reference to the selected item's Instance, which has a Tex property you can use to override its te…
First, check that the Inventory Menu's "RectTransform boundary" is set to a RectTransform that fully describes the visible area of the Menu.
Second, your OnMouseOverMenu is set to run regardless of whichever Menu was mouse-overed. If you…
Unity's pathfinding system has moved to a separate package - a tutorial that covers how to set it up with AC can be found here.
The pinned comment at the top of AC's tutorial videos covers any changes made to Unity that you need to be aware of.
It's on the Page 7, the "Review choices" page, just before you click "Create" to generate your Managers.
At the bottom of the Main settings panel, you have a "Default interface" option.
Even if set to its default opti…
What's your AC version, and do any messages appear in the Console?
Share comparison screenshots between yours and the developer's Actions Manager, with the ThirdParty category selected.
No, but you would still an need an integration for it - as any two assets need one to talk to one another.
An integration for Rewired can be found on the community wiki:
https://adventure-creator.fandom.com/wiki/Rewired_integration
Intended - but perhaps not totally clear, given AC's use of the word for both the component and the state.
With "During Cutscene", it's referring to gameplay being blocked, which can occur when any ActionList, regardless of type, has its …
Changes made to AC you need to be aware of when upgrading can be found in the "Upgrade notes" sections of the Changelog.
Footstep Sounds went through a necessary upgrade in v1.81.0. The component now relies on the Surfaces system to dete…
Are these in different scenes? If the same NPC is in two different scenes, changes in their data won't be linked. A prefab in a scene just becomes a regular GameObject once you enter Play mode.
If you want changes to a character to be persistent …
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It's not in the Menu Manager as an element. It only exists in the UI prefab - see the "Linked Canvas prefab" field in the Menu's properties.
The Toggle is inside the UI prefab. It's behaviour is controlled by script - not throug…
You may want to test the latest release, but you're likely all right with that version. IIRC the fixes I'm referring to were due to changes made in v1.80.