Forum rules - please read before posting.

Rairun

About

Username
Rairun
Joined
Visits
847
Last Active
Roles
Member

Comments

  • I seem to recall an old thread where Chris said that this isn't trivial because the remember components themselves become inactive? And in fact, the saving system is not designed to save inactive objects or those that have been removed from the scen…
  • It doesn't. As soon as I close the prefab, the field says the object is 'missing'. And if I reopen the prefab, the object is still shown as missing (unlike what happens when AC has saved the ConstantID). When I run the game, the field changes to &qu…
  • It is, yes! In the editor, if I keep the scene-based cutscene open and delete the player object from the scene, I can see the ActionList: Run action switching the assigned parameter from the container object to 'missing'. And then If I click play, t…
  • If you copy/zip your project's folder, that's all you need to have a full working copy. There are no dependencies outside that folder. But I really, really can't recommend using a version control system enough. The studios where I've worked usually…
  • Basically, you can add this script to any gameobject in the scene, and then you use the "send message" action to run a method within the script. Let me run you through the script so you understand what is going on: public Container lostAn…
  • I'm not sure there is a very direct way of doing this with the default actions. But a simple custom script like this should do: using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class ItemsUponDeath : MonoB…
  • I generally rely on the "Transform Position" detection method instead, but I think that for the method you're using you need both a rigidbody AND a collider (I haven't tested this, but that's what the mouseover text for that option says). …
  • Sorry for bumping such an old thread, but I thought I should highlight this is still a Unity issue in Nov 2023, and this thread was a life saver! I spent a long time today rewriting a script that resizes a scrolling TMPro speech bubble according to…
  • AC's menu transitions don't communicate with each UI element to play their own individual animations. All they do is trigger the On/Off/OnInstant/OffInstant animations at the appropriate times. If you need to animate individual UI elements, what you…
  • I didn't, but nothing that creating a branch from an earlier commit didn't solve. Thanks! In case anyone else is looking for more info: no, a text search is not enough. It finds the backup data in the scene files just fine, but not in the actionlis…
  • All you need to do is drag the button object from the prefab to the Linked Button field. It will record the ConstantID.
  • I use timeline to do this! I set up (for example) 3 audio sources, each linked to a different mixer group, and I assign each audio track in the timeline to one of those audio sources. The timeline is used to make sure the tracks are always in sync. …
  • Thank you, Chris! I really appreciate it.
  • Sorry, it's been too long! The hidden variable was for a different effect. But I'm pretty sure I dealt with the walk-run issue somewhere in the thread above.
  • (Quote) I was dealing with something similar a while ago: https://www.adventurecreator.org/forum/discussion/13545/straight-to-cursor-movement-run-threshold#latest I solved it by using the hidden variable Chris added to PlayerMovement, which can be…
  • I can't switch at this point in development, but for future games, I'd be very happy to move to Godot if we had both Adventure Creator and Dialogue System in it. I would also consider Unreal, but with Godot we'd be sure this would never happen again.
  • And if you want more properties, post-processing components, etc. of the attached camera to be used by the MainCamera, you can use something like this: using UnityEngine;using AC;public class AC_CameraIntegration : MonoBehaviour{ //AC main Camer…
  • I'm not sure why "Always fit within screen" isn't working. Chris should be able to advise you. But apologies, for some reason I thought we were talking about speech menus! To click outside the conversation menu to close it, I'd try someth…
  • (Quote) Under the conversation menu options, you can check "Always fit within screen?" (Quote) If I understand you correctly, you just want the menu to disappear when you click anywhere? If so, under the Speech manager options, you can se…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.