I'd avoid overlapping Triggers like that - it can cause confusion with Unity over which Trigger is the "main" one you want to take effect.
Instead, separate them by a distance comparable with the Player's radius, so that they can only be …
The Click Marker field in the Settings Manager is specifically related to clicking the NavMesh, as a way of conveying to the Player where they will be moving to.
The Click FX template uses its own system to spawn the marker at all times, with diffe…
It's possible to have Speech rely on Time.unscaledDeltaTime as opposed to Time.deltaTime by setting its useUnscaledTime property through custom script.
Conversations themselves are separate, however - they're not strictly tied to speech unless that…
For a Hotspot to be interactive, it requires a Collider component of the type that matches the game's perspective. In a 3D, first-person game, this means either a Box, Sphere, Capsule, or Mesh Collider.
Does your Hotspot object have one of these t…
Be sure to check Can run multiple at once? in the ActionList's properties, so that multiple instances of it can run together.
If the message persists, share it in full - stacktrace included.
The New Game Wizard has a "Modify existing" option that can be used to install templates in existing projects.
Once installed, it will assign a new prefab in the Menu Manager's "Event system prefab" field, which will contain the…
The parameter assigned in the AC Yarn Speaker component must be different to, or replace, the "Talk bool" parameter assigned in AC's Player/NPC components. If you make use of it, remove mention of it from the Player component.
An alternative approach to having two Triggers on the edges of each camera's border is to use a single Trigger for each camera that covers the entire region that the camera should be active for. A single "On Enter" trigger that switches t…
Don't use an in-scene Interaction to indirectly run an asset - instead, set the Hotspot's Interaction source field to Asset File. You can then assign the ActionList asset file directly in the Hotspot component.
To set the correct parameters when r…
In the Settings Manager's Inventory panel, if you set the Active cursor FX to Simple, then the item's "Active graphic" will be shown when over a Hotspot.
If you instead assign a "Cursor (optional)" texture that consists of multi…
Where does the Player actually move to in this example? Behind or in front of the wall?
The presence of the collider prevents the ability to click the NavMesh behind it, but the Player will still be able to move when clicking walls.
This is due t…
Only attach Hotspots to objects that you intend to be interactive.
If you're just looking to "block" clicks from hitting the NavMesh behind them, ensure they have a Collider ("Is Trigger" is optional) and that they are placed on…
Keeping things in the same scene will make it easier to register the effect of completing the puzzle, i.e. unlocking a door. Other than that, though, it's more a case of personal preference.
When creating a new scene, you have the option of overri…
I did. A fix will be included in the next update, in the form of allowing users to specify which binding index within a given Input Action gets affected - so that you can choose between e.g. gamepad and keyboard remaps.
Would you be able to test t…
Try moving the Canvas and its children to the Default layer - it may be that its current layer (UI) is not being rendered by the MainCamera.
Otherwise, you can use a Quad GameObject with an Unlit material to act as a background. This would need to…
Welcome to the community, @Konomaru19.
Apologies for the hassle. I'm afraid you encountered one of Unity's many "quirks". Please feel free to ask any other questions as you encounter them.
Is there a way to zoom in your screenshot? I can't make out the Actions involved.
What are your AC/Unity versions?
It looks like an issue related to the Highlight component of the Hotspot you're disabling.
It's due to a lack of a Polygon equivalent to Unity's Gizmos.DrawCube function. As an alternative, it draws the outline of the shape instead - just not filled in.