Welcome to the community, @AdrianHinds.
Player-swapping can be used for more than just changing the controlled character - it can also be used to give the same character different appearances, by having each appearance as a separate Player prefab.
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Unity UI prefabs are set to not destroy on load.
However, it looks like there's an issue with Unity 5.6, that's causing objects placed in the _UI folder to disappear from the Hierarchy after a scene change. They should still be present in the actu…
Yes - is your character 2D or 3D? If 2D, you'll want to place these components on the sprite child, so that it is always correctly facing the camera. Otherwise, they can go on the root.
You'll need to change the Hotspot's Actions source field to …
Welcome to the community, @Dux.
You shouldn't need scripting for this, but if you want to have animated Menus then you'll have to use Unity UI. However, you should first get the functionality working correctly with an AC-sourced Menu, as Unity UI …
It'll depend on your NavMesh Agent radius value in your Navigation window. If its too small and "hugs" the boundary of the collider, you'll increase the chance of the player falling.
The Player has to turn while moving, and doesn't rely …
Early looks into it are promising - it seems OK to make Texture2D fields Texture fields without breaking existing links. I'll need to look into it more thoroughly, but it could be possible to insert Render Textures into the fields, and then have th…
UI prefabs can absolutely work with text. The default InventoryUI prefab can be modified by replacing its Image components with Text components - try it with the Demo_MenuManager.
Inventory boxes have the added complication of having multiple slot…
The latter can already be done through Unity UI's Raw Image component, and the use of the OnStartSpeech custom event mentioned above to have the character turn their head when hovering over an interaction icon.
Speech portraits don't currently acce…
In what version of AC and Unity? The latest release allows you to use Unity's new VideoPlayer component - are you relying on that or the old Material method?
Neither - if you aren't pausing the game, then AC won't know that you want the cursor to change.
You can have the walk cursor removed by altering the Cursor Manager's Provide walk cursor? checkbox through script. If you right-click on the field's …
This is a Unity issue, but AC has some ways of combating it.
See Section 13.6 of the Manual, point 2. You can limit that number of Resources files Unity searches by placing assets in subfolders.
Another option would be to rely on manually-assigne…
See Section 5.1 of the Manual - right-click to examine is reserved for Context Sensitive mode.
Choose Hotspot Then Interaction allows for as many interactions per Hotspot as you like - each one mapped to a different icon defined in the Cursor Manag…
1) It's not, but you should still give the 2D tutorial a watch. To quickly allow for icons in your Menu, you can swap out the 2D Demo's Menu Manager asset (2DDemo_MenuManager) copy it's Conversation Menu (which features icons), and paste it into yo…
Skipping a background cutscene is not possible - it's inherent to the way they're designed, which is why no skipping option in the Inspector is given.
What you can do, however, is create an Active input that triggers another ActionList that ends th…
If you're relying on "Context Sensitive" interaction method, then yes - it's just down to what button is pressed to trigger them. A Hotspot can have multiple interactions - the interaction method dictates how the interaction to actually r…
That's fine. You mention startup scripts and game scripts - are you referring to your own custom code? I can't recreate any such behaviour - is there any more detail to be shared?
No, there isn't. For that kind of navigation, you're going to want to look into rendering your Menus with Unity UI. If you haven't already, switch over to that (see this tutorial) and we can then see how it works and what needs tweaking.