Are the Menus using AC or Unity UI?
Create a new project, import AC, and run the New Game Wizard to create a default set of Managers and a sample scene (2D or 3D depending on your game proper).
Then copy over your regular project's Menu Manager an…
The ID of your Players will be shown next to their prefab fields in the Settings Manager.
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These lines will have no effect. If you want to assign them to a cursor, you'll need to call the ReplaceTexture for the intended cursor as you are ab…
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If you meant "Input action reference", then yes - the key difference being that with playerInput you can just reference the input by name.
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Right.
You'd need to switch the Player's Animation method field to Sprites Unity Complex, as this allows you to rely on Animator parameters to control which animations are played and when.
If you define a "Direction integer" parameter in both th…
I'm not sure we're both referring to the same thing with the term "Active Input".
In AC, an Active Input is one listed in the Active Inputs Editor - in which an ActionList will run automatically when a given input is pressed. It is not r…
It is - I'm just checking that it's an Active Input you're ultimately using.
In the case of Active Inputs, the "Input button" field, set to the name of the new Action, should be enough.
Welcome to the community, @dyferspaw.
Thanks for the detailed post.
For the integration to work correctly, each of the input references should map to the cloned Controls asset.
As part of the template's installation, the input references in both …
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In what way is AC relying on this input? In an Active Input?
It should just be a case of naming the action the same as the "Input name" field, similar to the way the defaut actions are set up.
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They should be identical. …
I'm afraid not. This aspect of AC menus is down to them using Unity's ImGUI system, which is the last thing it will draw on the screen.
The only way to overlay your UI menus on top of others will be to have those other Menus by UI as well.
A custom Action for unlocking Steam Achievements can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Unlock_Steam_Achievement_(AC_Action)
Welcome to the community, @ganzalez89.
The 3rd person camera is designed to pivot around its target object. You'd need to either:
* Move the target object. This can be an Empty GameObject that's in the same position as the object it appears to f…
Functionally there's little difference between a the Scene Manager's "OnStart" cutscene, and the ActionList Starter component's "Run on scene start?" option.
I don't see any issue in the screenshots - what are your AC/Unity vers…
There's no limit to how many events you can make - even of the same type.
In AC terms, Narration refers to a speech line that has no associated character to say it. The Speaker Type field lets you filter the event by whether or not a speaker has b…
I'm afraid parameter text isn't translatable - you would indeed need to rely on a speech Action.
If I'm understanding you correctly, you used this approach to run Actions before/after speech plays, right?
Try this in a backup/duplicate project fir…
The Title Screen top-left label is set in the Menu's GameName Label automatially by the New Game wizard, based on the game's name in the Settings Manager. There is no default "AC" text, Im not sure what you're ferring to.
Please start a …