The Character Controller will rely on the Gravity values set in your Unity Physics settings, which can be reached from Edit -> Project settings -> Physics.
Setting it to (0,0,0) won't be enough however, as AC will still only move the characte…
Welcome to the community, @Jim384.
The Character: Rename Action can be used to do this. For it to work, place "Unknown person" in the NPC's Speaker label field, as this will be renamed instead of the GameObject name.
For the change to b…
I think you're best off using Touch Screen input if possible, actually - but currently you can't override the inputs as you've found. I'll address that in the next release, with a new "First person movement" touch-screen option named &quo…
You'll just have to dynamically alter the field's value based on the user's choice, which I'm guessing would be in the Options menu.
Any Manager field's API reference can be attained by right-clicking it's label. In the case of the Input method, i…
Head-tracking is still possible for Legacy, though it's a little tricky to set up. You basically have to create separate "look up / down / left / right" animations and assign them into the four fields that appear in the character's Inspec…
Check the permissions and read/write access, as well as the "Asset Serialization" setting in the Unity Preferences. As it's now working in a fresh project, it does sound something unique to your setup, so it's hopefully a one-off.
Your "Input method" is set to "Keyboard Or Controller". When this is set, the cursor is moved through input axes and not by the system cursor's actual position. If you want to use the system cursor, set it to "Mouse And Ke…
Please let me know the version AC number. It can be found at the bottom of each Manager window.
The "Assign Managers" button only has an effect once the fields above have been filled - it will take the Managers listed and load them into …
The MenuSystem is really more of a legacy component at this point. The recommended way to work with Menus and custom scripts is to use custom events.
Menus have a number of custom events that you can use to have code run when one is clicked or mou…
Unsure yet - I'm afraid it's not an issue I can recreate. Again, try assigning the Default_MenuManager - are all of the Menus appearing there? There should be 13.
Manager Package asset files can also be manually created by right-clicking inside t…
That image is too small to make out the numbers. Could you write the MoveSpeed value in a reply?
Also:* What AC version? Test the latest if not using v1.59e.
* What is your "Destination accuracy" slider value in the Settings Manager?
* …
Thanks for the info. I believe the ability to set the LayerMask should be available, even if it needn't be changed in most cases. I'll look into making the code above official in the next release.
AC's Variable: Check random number Action simply uses Random.Range as you are, so it wouldn't give much difference.
Are you overriding the Conversation's options in a single ActionList, or having each option run its own DialogOption ActionList. If…
Welcome to the community, @SuperSpark.
To better understand the problem, we'll need to know a bit more detail about it. What do you mean by "the menu option not existing"? Are you referring to the Menu tab of the main AC editor window? …
Whether making a 2D, 3D, or FPS game the principle is generally the same: the item on the ground is a Hotspot that can be interacted with to add an item to the inventory. That Hotspot gets disabled (using the Hotspot: Enable or disable Action) and …
is there any way to specify that you want the conversation script to use
this new menu or are you just obliged to modify the existing
Conversation menu?
Any Menu with the Appear type of During Conversation will be turned on when a Conversation is…