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--> Child #1 (rotate this manually in Edit mode to have face the right direction)
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#1> Void AC.AssetLoader:UnloadAssets ()+0x0 at Assets\AdventureCreator\Scripts\Static\AssetLoader.cs:[243:3-243:4] C# Void AC.SaveSystem:InitAfterLoad ()+0x11e at Assets\AdventureCreator\
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inside the Teleport function (around line #1555 in the latest release). Add the following afterwards:
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#1 DebugStringToFile(DebugStringToFileData const&)
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#1 DebugStringToFile(DebugStringToFileData const&)
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For now, I am simply renaming the dialogue options ("Slot empty" when the requirements are not met -> "Play record #1" when the requirements are met) and pl
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It seems that The action doesn't care about how many skins I add, it's always on #1
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I'm having the same issue with sorting maps - they work fine if I'm testing only one scene, but if I start scene #1 where the NPCs are, switch to scene #2, and then go back to scene #1, I get sorting
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(1) foodDrawer.Add(1, 10); will not add 10 units of item #1 to existing item #1 stacks in the container. It will add them to an empty slot. This is not an issue unless the slots are already taken; the
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I've built the Resolution Chooser outlined in the tutorial at https://adventurecreator.org/tutorials/adding-screen-resolution-option
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In the "Clavier" menu, if I drag "Touche1" from the "Clavier" Prefab into the Linked Button box of Button #1, it works.
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Hey! I have a sound object in scene #1, and I'd like it to survive across scenes. I moved it to the root of the scene hierarchy, and selected "Play across scenes"? When I switch to s
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create 20 Inventory items, and assign user #1 to items 1-10, #2 to 11-20 etc.
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3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The
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could represent one button: if you want button #1 to change state, you can subtract or add 1; if you want button #2 change state, you can subtract or add 10; if you want button #3 to change state, yo
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Thank you! I've just tested it and it works well for the most part. I've noticed a glitch though: if the trigger/script sets an NPC's hotspot's limitToCamera field to camera #1, and then we switch fro
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* (Need help with this) An action will compare the gameobject parameter with a gameobject or prefab. For example, trigger #3 needs to do this: IF parameter == NPC #1, then change their component varia
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I need to have a sound playing on a loop on a scene (it's an SFX, not ambience, it should be triggered on top of the ambience after meeting certain condition). Then I want that loop to keep playing wh