Put aside the import aspect for now - it's something to first solve with regular AC Actions / workflow.
To have a dialogue line appear at the same time as dialogue options, you can use the [hold] tag in a speech line that plays just before the opti…
Check your Console for related warnings.
I've updated the package - download it again and re-import the GabrielKnightConversations script and it should remove the error.
The functionality you're describing is that of Choose Hotspot Then Interaction mode, with Include Inventory items in Hotspot Interaction menus? checked in the Settings Manager's Inventory panel.
The 2D Demo functions this way - the only difference …
Thanks for the file.
The issue occurs because your game is scaled in the X direction by the _GameCameras folder it is parented to, which has a non-unit scale.
To fix, set the _GameCameras object's Scale values to (1,1,1), and reposition the GameCa…
It causes the function to return a default value - 300 in this case, since that's the default Action width. However, since it won't ever be called in builds, the exact number doesn't really matter.
It's a bit of a hack, but essentially the line references code that is inaccessible outside of the Editor. The change prevents it from being accessed in builds.
It could be a result of your camera's Offset and Track freedom values, which are both very high.
If the Offset was set due to an earlier issue with the Player's sprite position, you should be able to set this to zero.
The Track freedom value repre…
Does it work if you press a keyboard input with the label "InteractionA"?
A potential fix for the issue with Unity UI: open up AC's OptionalMouseInputModule script and copy/paste this at the top of its GetMousePointerEventData function:
…
Thanks for the feedback, I will take it on board.
It's possible to set node widths AC section of your Project settings - but this is a global setting, not a per-node one.
The popup menu issue is an issue with Unity, I'm afraid. I have been able t…
To be clear: AC is not a combat engine. The example is just to demonstrate that AC can be extended in such a way through scripting - not a demonstration of built-in features of this type of game.
If you are looking to make a combat game with minim…
A GameObject must be on the Default layer for it to be detectable by Hotspot raycasts. Yours is set to Ignore Raycast, which Remember Hotspot will switch for you.
Move the Hotspot to a child object, and then use Object: Send message Actions to pas…
Welcome to the community, @Abbey.
To clarify with the combat example: this is more intended as a demonstration of how AC can be extended through scripting, rather than an add-on feature that allows for combat.
I'm not entirely clear your intent fr…
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That's a good point - the sample First-person Player relies on events - and, if fired, will trigger the sound regardless of the "Play sounds" property.
Check Collapse in your Console to combine multiple messages of the same type - the one about the Animator can be ignored.
Your Scene view screenshot shows a PlayerStart above the NavMesh, in the middle of the door. Does the Player appear in the wr…
It is - apologies for the delayed response in the thread.
It's now possible to set the "interactive radius" of the cursor with:
AC.KickStarter.playerInteraction.CursorRadius = value;
A script such as this could affect its value when a g…
It looks like this is down to the Unity - by default - not allowing UI interactions with a locked cursor.
I may be able to add a way get around this - I will look into it as part of the next update. In the meantime, however, relying on Adventure C…