You can see your available Inputs in AC Game Editor -> Settings -> Scroll down to "Available Inputs".
InteractionA is the one you need - that's normally your left click to use.
* Go into your Project Settings -> Input Manager
* …
You don't even need to manually switch those.
You could just have your different Narration-Styles as NPCs and set the For Speakers of type to "specific character only" and just put in your "NarrationStyle1", "NarrationStyle2…
Adventure Creator is essentially for what is in it's name for Adventures, so you'd have to implement (depending on your Game) Enemy AI, Survival Stuff, Life etc. yourself.
That said, it's not trivial but not impossible either, there is even a Comba…
AC Game Editor -> Cursor -> Scroll down to Interaction Icons
You can also add and delete new Icons you want there and change additional settings.
Also Manual p. 237.
I'm not sure about the scripting side of this, but a hacky workaround if you know the fixed second amount that you want to play it at, would be to drag out your animation by that amount.
If you just have to do it a few times i think that's a good w…
Direct-control over gameplay menus is disabled by default.
You can enable it with the Engine: Manage systems Action - this is best placed in a background ActionList set to run when the Menu turns on.
Taken from this Thread:
https://www.adventurecr…
I'm not sure but an idea how to narrow it down:
How are the Colliders setup?
Are they on seperate Gameobjects under the Player Root?
Could you check what happens when crouching and pause the play mode and see if your Collider is active?
The stan…
So you have an Elevator that's the Transition point between Scene 1 and 2.
I'm not quite sure about the first Part, could you show how you have set it up, because i don't understand how you have a different Player Start in Scene 1 when going back, …
I was coding messy Projects and not really getting anywhere when programming myself, until i found Adventure Creator and it reignited my interest in Game Development. It does have a learning curve aswell, but everything works so nicely because it's …
That functionality is more of a Unity in general question.
The pushing GameObjects is relatively easy, you can just add a push rigidbody script, to your Player Character. An example is in the Unity Starter Assets Character Controllers, you can just…
Have you set the release behaviour to "fail"?
That should immediately fire off a failed state if you let go of your button.
You have the Duration & Required Duration mixed up, Duration is the available time, and required duration is …
Can you show Screenshots of your actionlist and the component on the Inspector of the Object, that you are trying to change the value of?
If i understand correctly, you are using a Trigger on an Object with a Collider?
Is it possible that the Coll…
Your graphic type is set to normal on that Portrait Graphic Element.
On your first image, look at the bottom of your Menu in the Menu Manager, on your "Menu 9: 'Subtitles' elements" and select "Portrait Graphic" just like in you…
Don't worry about that field, as long as the recorded ConstantID is there.
You see below the "Linked Image" Slot there's "Recorded ConstantID: XXXXX"?
That is what's "keeping it saved", if you open up your Subtitle UI…