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ChrisIceBox

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ChrisIceBox
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  • Thanks, I'll go through your comments.  However, the Settings Manager is still necessary to see - please post it. Please also keep separate issues in separate threads - re-post your final question in a new thread with a screenshot to illustrate.
  • Thanks.  And on what platform are you building with/to? Even if it seems unlikely to affect, it's important to temporarily remove any custom code so that it can be ruled out completely.  Do the same issues occur when you switch to either of the dem…
  • If the Menu is off, it should be that the IsEnabled check is enough to prevent further code running. Is your UI prefab or in-scene?  You should find that, when the UI is off, the root Canvas GameObject is disabled - is that the case?  I'll look to …
  • A character's entire movement code can be overridden (see this tutorial), but that's probably overkill for this.  Custom events are the recommended way to hook in custom code, but again that's not really right here. What's the specific code you're …
  • What's your "Min. distance to keep" value? When trying out the NavObstacle, is your NPC being controlled with the NavMeshAgent / NavMeshAgentIntegration components? Bear in mind that this option is for NPCs that are standing still - they…
  • What is their "Move speed float" parameter value when they should be standing still, and are you using Blend Trees to control the Idle/Walk transitions? Please also share the exact settings used in your NPC follow Action.
  • Welcome to the community, @inglov. I'm not aware of any such "Circle Collider" (without the 2D).  When working in 2D, only 2D colliders should be used. To make the NPC interactive, add a BoxCollider2D component onto the sprite child, so …
  • Please post your full Settings Manager - I'll attempt a recreation.
  • It may bring about some UI issues, but if so let me know and we'll look into it.
  • Try IsOn instead of IsEnabled.  It shouldn't be running if the Menu is closed.  How is it closing, and what's its "Appear type" setting? You can make a private variable to move the Menu inventoryMenu out of the function: Menu inventoryMe…
  • Unity UI-based Menus rely on the system, cursor, while AC ones rely on AC's own - but these ought to be the same thing in most cases.  Please post a shot of your Settings and Cursor Managers so I can see better what's going on.
  • Please always open new threads for unrelated issues - it makes it easier for other users with similar questions to find. There is no shape limit to NavMeshes - could you post a screenshot to show what you have?  Include the player's start position …
  • Welcome to the community, @wmsgva. Individual slots in a DialogList cannot be hidden through the Menu, as their display is directly tied to the Conversation that they're linked to.  To control the visibility state of individual Conversation options…
  • I have a hunch that it's related to the resolution, which is why I'm asking.  Depending on, it may be that a performance boost can be added.
  • No, NavMeshAgents are not necessary for Unity Navigation - but to use NavMeshAgents, you must also have the NavMeshAgentIntegration attatched. A tutorial for Unity Navigation-based pathfinding can be found here.
  • Already is: v1.56e addresses the issue.
  • Thanks, I'll consider an official change.
  • Does this issue persist in builds?  How about the Always show system cursor in Editor? setting?  This may be partway a Unity issue as it's been a source of frustration for me as well in non-AC projects.
  • Parameters can't be set in the Object: Call event Action because of an unfortunate limitation of Unity's event system when displayed in custom editors. Menus can be assigned ActionLists than run when turned on and off to help initialise other parts…
  • Welcome to the community, @Exo. When the NavMesh search % is non-zero, clicking outside the NavMesh will invoke an algorithm that checks to see if one is nearby.  Setting it to zero disables the function, which is why even a value of 0.1% causes a …
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