As each item has both a pic and a label, you might be best off with Inventory items in a dedicated category that's hidden from your regular Inventory menu. That way, you can add/remove items to show/hide them as needed.
Does this occur in a fresh scene with an empty Plane for a floor, or only when there are colliders in the scene that prevent the Player from crouching?
The latest AC has its own First-person template - no need for the one on the Downloads page. Yo…
Are we certain that its the door - and not one of the chairs - that's causing the Player to move? It looks like a physics collision of some kind, where the Player is spawned in the space of another collider and is having to eject itself.
Try tempo…
Does closing the Inventory involve running and gameplay-blocking ActionLists?
To help try to find the cause of the de-selection, use the Events Editor to create an Inventory / Deselect event, which runs an ActionList: Comment Action that prints out…
The script needs to be attached to an object, yes, and then have its CopySaveFile function called. I've amended it to remove the error.
However, with the latest AC release I've added the ability to assign a RenderTexture to the Settings Manager th…
Is your Game window's aspect ratio fixed at 1.778, and is there any difference in the position issue (ignoring scale changes) by tinkering with either the UI Scale Mode or Screen Match Mode fields?
I'm not sure how the use of Timers relates to your original post.
Is this meant for a new topic? Share screenshots and details of the exact issue, and I can take a look.
Where is the PlayerStart in relation to the door? Check the position of the door in the Scene window once you enter Play mode.
When a Draggable is attached to a Hinge Track, the Draggable's position will snap to the position of the Track - and wil…
Thanks.
So this occurs because the "clue" buttons each rely on an Event Trigger component to detect mouse clicks - but it doesn't allow for distinguishing between left and right mouse buttons.
To get around this, you can use a custom Eve…
By "line", I'm referring to speech lines - individual lines of dialogue.
The first method will work just fine if you have no need for the user to click through each panel. If the whole sequence can play without awaiting input, that can b…
Does the game literally pause, i.e. freeze, while dialogue options are displayed? Or is it instead that gameplay is being blocked, i.e. in "cutscene" mode? You can check this by enabling the AC Status box at the bottom of the Settings Ma…
The included Readme has details on how the template works.
What is the exact behaviour you're trying to achieve? The Draggables system also supports snapping - Tracks can have Regions defined, and then Enable region snapping? can be checked to hav…
It looks like the Buttons need to be re-mapped to the Menu - open up the prefab and drag each of the btnOption objects into the Linked Button fields to create a Constant ID link between them.
Which version are you using? The latest AC release redu…
Version 1.80.5:
* Fixed: Issues with the New Game Wizard's default interface creation
* Fixed: Player component's "Jump speed" field not always showing when intended
* Fixed: "Menu: Change state" Action sometimes changing the cu…
Nothing related, so far as I can see.
At this point, I think the only way we're going to get to the bottom of this is for you to zip up the project and PM me a link, along with instructions on how to recreate the issue in the simplest way (e.g. sta…
Yes - you can use a Box collider. A couple of tutorials on this can be found here:
https://www.adventurecreator.org/tutorials/making-first-person-game
https://www.adventurecreator.org/tutorials/creating-sliding-drawer-1
Player collisions can be d…
I'd guess that the main difference is that those old games would've been in 2D - with the camera panning over a background that loops horizontally rather than turning within a projected sphere.
Perhaps another approach would be to instead make a 2D…
Unless you link the UI to an AC Menu, you'll need to rely on scripting to detect the active UI object and affect the cursor.
If your Cursor uses Hardware rendering, then you can just use Unity's Cursor.SetCursor function to change the texture.
Oth…