Not currently. When working with InvInstance, it's best to use custom scripts to get/set the relevant data.
Rather than putting things in a range of separate custom Actions, I'd recommend using event hooks to combine all into a regular MonoBehavio…
Welcome back, @StitchesStitches.
Are you looking for Items in the Inventory to have an Interaction menu popup, or should this only be for Hotspots?
If you want to remove the use of an Interaction menu for Inventory items, just set the Inventory in…
The Autosave still counts as a save-game file. If you run the Autosave process at least once, then the "Number of save games" value will be set to 1.
So long as you don't Autosave the game before presenting the Player with the Title-scre…
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…