That is almost exactly it.
AC makes an internal record of each character's Animator component, which it then affects when using the Character: Animate Action. Your version assumes that it is on the root GameObject, but the most recent release allo…
Triggers are covered at this point in the 3D tutorial - though it's recommended to watch the whole thing if you're new to AC. They are also used by the included 3D Demo to change the camera when the player moves to to the back of the room.
If you're referring to the Pathfind? option in the Character: Move to point Action - no, it shoudn't be necessary. You do need to ensure Wait until finish? is checked, however.
It's important to learn if this is due to this being a UFPS character …
Sorry, but could you rephrase that or provide some screenshots that illustrate the problem? The Player won't move to the Hotspot unless you click on it directly.
You can prevent the Player from moving at any time by using the Player: Constrain Act…
Welcome to the community, @ilovemypixels.
You could edit the instances of GetMouseState in PlayerInteraction, which is used to determine the current mouse state - however it's recommended to instead use input overrides if you want to remap your con…
Could you please post some screenshots so that we can see what's going on? We'll need to see your ActionList, PM FSM and full Player Inspector. Is your Player spawned at runtime, or present in the scene?
The fade time won't affect the time at which a new line will play - that is, the Speech Action won't wait for the Subtitle Menu's fading before playing a new line.
The erratic behaviour could be a Unity update issue, with Time.deltaTime and Unity U…
Shouldn't be And Console message, and is your Player spawned at runtime or present in the scene file?
Let's see the Action / ActionList (and location) that you're calling, as well as the Animator window.
AC won't affect your MainCamera's culling mask data, so you should be able to change that, and have a separate camera rendering another layer, just fine.
What have you tried so far? I would recommend getting this working in a test scene with no AC…
What do you mean by the "background sound would work"? It plays at the correct volume until you skip speech?
Which Unity version, and are you relying on Audio Mixer Groups? Please try to provide some steps that can be followed to recrea…
In that case, should the label to show the whole time since you're hovering over the Hotspot - or should it be disappearing as it is (just not teleporting beforehand)?
Please post your full Settings Manager so that I can attempt a recreation.
A "computer password" can be made similar to the steps in this tutorial, where you link a Global Variable to an input box. You could then use the Variable: Check Action to determine if it's the correct value or not.
If you're referring t…
Check the Console for error messages. Is the next scene also an "AC" one, and listed in the build settings?
Try adding the Demo game's scene, Basement, to the build and switch to that instead - what then?
Unity's default EventSystem doesn't allow for keyboard/controller-only control - you need to assign a custom EventSystem that ignores mouse input completely.
AC will attempt this for you if you check Disable mouse when keyboard-controlling Unity UI…
AC version number?
I can't recreate this issue with the default UI - could you try it on your end? Assign all of the demo Managers, and in a new scene add the "Prop sword" item to your Inventory in your OnStart Cutscene. Switch your Inv…
What's the value of your SFX reduction during slider in your Speech Manager? If it's >0, SFX volumes will decrease while speech plays - though it should only be if your speech has audio.