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Adventure Creator Wikia
This is a community-led source of tips and tricks for using Adventure Creator, the adventure game toolkit for Unity. Advice, techniques, and scripts can all be shared here by AC users. Please read the -
Mobile joystick example
This is an example of how an on-screen joystick can be displayed for mobile games, as opposed to the default "drag line". To use it, place in a script named MobileJoystick and place on -
Spine Integration
Note: This is adapted from an earlier integration by ezsilman from the AC forums, to suit more recent versions of both AC and Spine. The old integration scripts can be found here. AnimEngine_Spine.cs -
Moving characters to specific vectors
The following custom Action allows you to specify an exact position to move a character to. To use it, create a new C# file named ActionCharPathFindVector, and follow the instructions in the "Custom Actions" chapter -
Manage Video Player Action
Description: a WIP custom action to control the new Video Player Unity Component. It can Play/Stop or change the settings of a video player. Should be able to modify most settings at runtime (untested -
Psai Music Engine Integration (Action)
Note: this is an integration action which will allow you to control Psai Music Engine from inside AC actionlists. There are two ways to create the script: -
Unity 2018.2 Pixel-perfect camera
They said it couldn't be done! Well, technically it couldn't because no script could ever play nicely with AC. But now Unity has an integrated Pixel-perfect script that renders to a texture -
2D Mirror/Water reflections (Shader and script by Hedgefield)
Note: this is a shader and script combo to allow 2D water/mirror reflections in your game. (Why it's here? because it's great! And was made by a member of the AC community -
Custom Action - Variable: MultiBoolCheck
This is a Custom Action that is used to check a unlimited number of global boolean variables if they meet given conditions. I use it to clean up my ActionLists if there are to many -
The Room-style camera transitions
You should now be able to double-click/ double-tap Hotspots to transition to their associated camera, as well as screen-pinch/ scroll the middle-mouse button to transition back and forth. CameraZoom.cs: using -
FinalIK integration - (manage) Limbs Action
Note: This AC action allows you to manage finalIK Limbs. I've been working to create custom actions that allow for direct access to the FBBIK component through Adventure Creator. So far I've developed -
Unity analytics Integration (AC Action)
Note: This is an AC action made to allow sending events. Script Author's quote: Hi! We wanted to add Unity Analytics for our game to see which puzzles are easy and which ones are -
Conversation Editor window (legacy)
AC's Conversation Editor window was deprecated in v1.71.0. It can be restored, however, by placing the code below into a C# script named ConvEditorWindow.cs, placed inside an asset folder named Editor -
Auto-assign custom speech audio
The "Auto-name speech audio files?" option in the Speech Manager lets you toggle between having speech audio referred to manually, or automatically through naming convention. When unchecked, audio file fields are exposed in the -
Camera - Constrained first-person
This camera script provides constrained first-person rotation in both the spin and pitch axes. Note: This is not a replacement for the regular first-person camera - do not attach this to the Player GameObject -
Final IK: Start Interaction (AC Action)
This custom action will call Final IK's Start Interaction function with options for which Interaction System to call it on, what Effector Type (body part), which Interaction Object, and a bool for interrupting: bool -
Moving characters randomly
The following custom Action allows you to have a character move randomly within a circle, given the circle's centre position and minimum/maximum radius to move within. To use it, create a new C -
Input System integration
This script demonstrates one way to add support for Unity's new Input System. It works by defining Input Actions directly within a component, but it can be adapted to work with an asset file -
Articy:Draft sample integration
This script shows one way in which articy:draft flows can be made to work with AC's dialogue and conversation system. It is able to display articy speech and conversation trees in AC. NOTE -
Quest Objectives and sub-Objectives
AC v1.70 introduced Objectives, which offer a way to provide feedback on the player's progress performing the game's tasks. Objectives can have multiple states, but themselves are independent from one another. This -
Custom touch-screen input module
This is an experimental input module that aims to improve the behaviour of Unity UI elements with touch-screen input. If you are experiencing issues with Unity UI-based AC menus on mobile devices, give -
Simultaneous Hotspot labels
This script allows you to display multiple Hotspot labels at the same time - either always during gameplay, or when the Hotspot is highlighted. It works by making a copy of the Hotspot menu defined in -
Linking AC and Bolt variables
This script allows Global Variables made with AC to be linked with Application and Saved variables made with Bolt. The variables will now be linked - so changing its value in one asset will update the -
Fix Blurry Pixel Art Style Fonts in Unity
The article was originally written by Ryan Nielson, reproduced here by kind permission. Here's the original blog post: https://nielson.dev/2016/09/fix-blurry-pixel-art-style-fonts-in-unity The Unity UI -
NavMesh Agent Wrap
A simple action to teleport NavMesh Agent to a position on scene. ☀/*** Adventure Creator* by Chris Burton, 2013-2016** "ActionTemplate.cs"** This is a blank action template.**/ using UnityEngine; using System.Collections; using System
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