Thanks! I probably need to upgrade AC first, because I can't seem to find the menu on the toolbar. I'm using 1.77.3. I'm a bit hesitant to upgrade AC at this point as my game is in alpha, any way this can be done with script?
Cheers Chris & community! I'm returning to this with a question: Is it possible to use two different menu graphics depending on has the user opened the inventory over a hotspot collider or not? I'd like to display a "Inventory" text sp…
Haha, turns out I was thinking about this the wrong way. I was able to set this up correctly just by adding the inventory interactions to the hotspots. Now everything works just perfectly! Thanks for your help!
Okay, could you help me out a bit on how to set this up and what actions on which action lists to use. I'm a bit confused on how this should work. I currently have the following:
A hotspot which has a "use" and "inventory" inter…
I explained myself poorly, apologies. This is almost what I need. The way I have currently rigged everything is as follows:
When the player activates the hotspot pressing InteractionA, Inventory:check action is triggered, and if the player is carry…
Hey! I'm using AC's own menu system for this. I can move the sliders correctly up and down and the variable changes as it's supposed to. But this works only when I add 30 or more steps. Any values below these freezes the slider so it can't be moved …
For Pete's sake... Sorry, man. Here's the correct script:
using UnityEngine;using UnityEditor;using AC;[CustomEditor(typeof(RememberMultipleEnabled), true)]public class RememberMultipleEnabledEditor : ConstantIDEditor{ public override void OnIns…
You're absolutely right, sorry. Here's the correct script. There was a typo in the filename, I renamed the script but I'm still getting the same error in the editor script. What could be the cause?
using UnityEngine;using AC;public class RememberMu…
Here's the error:
NullReferenceException: Object reference not set to an instance of an object
RememberMultipleEnabledEditor.OnInspectorGUI () (at Assets/AdventureCreator/Scripts/Save system/Editor/RememberMutlipleEnabledEditor.cs:12)
UnityEditor.U…
Hey everybody! Today we reached a pretty important milestone, as we released a demo of Hyperdrive Inn on Steam :smile:
Go check it out and give it a go!
Thanks mate! And thank you for this amazing asset! This is my third game that uses Adventure Creator.
The randomization used in the game does not involve custom scripting, everything is done with AC. We have a pool of different scenes which are div…
Hey Chris!
In the first phase, the users will connect the stars with lines just by tapping the hotpsots, and the line is drawn automatically, using line renderer. The line is drawn only from one point to another - there are a few hotspots the user …
Okay, I added some nodes to the path, total of four. The same exact behaviour occurs when trying to set the player on path on the opposite side of the corridor
Okay! I'm having some issues again with paths :)
I have a long corridor, where the player should move in one node to another. I have a trigger set for this sequence. Entering the trigger should snap the player to the nearest node so that the corrid…
Motion Matching is on sale at Asset Store at the moment, so I'm seriously considering using it. Does this integration package work with AC's path system? And did I understand correctly, that this doesn't support keyboard movement in direct control?