There is a little positioning adjustment to ensure UI Menus do not go off screen, but no size adjustments. What version of AC? The rescaling code was rewritten a short few releases ago.
In general, the aspect ratio set in AC's Settings Manager wo…
Could you share some screenshots to illustrate both the scene and the Actions? I'm not understanding your setup too well. If the character is to move around with the blanket, it would make more sense to animate the character with a new Animator la…
Are you using the "Cycling Menu And Clicking Hotspot" option now? Please post a screenshot of your full Settings Manager so that a recreation can be attempted.
You need to put the game into cutscene mode manually if you're doing it through script - see the front page of the scripting guide. Apologies for neglecting that. A tutorial on scripting Interactions can be found here.
What is the context of this…
If you leave Play in background? unchecked, but set the When running field of the whole ActionList itself to Run In Background, then the speech Actions will be able to wait for each other as they would normally.
However, if you want total control o…
Removed it as in unset it from the field in the Settings Manager?
AC won't refer to the prefab in any operations until it needs to switch player, but having the player reference stored in an asset will mean Unity has it's own record of it on startu…
Certainly it's possible, but you'd likely want to make use of a little custom scripting to make your life easier.
Recording the current state in a Boolean Global Variable would be the first thing to do, and then you could make an Active Input (see …
The method to integrate AC and UFPS has been greatly simplified since the support was first provided 2 years ago. Try rebuilding your prefab according to the revised tutorial.
UFPS integration is also covered in this part of the FPS video tutorial.
Don't give your UFPS camera any AC cameras - it's designed to work without. Are you using the default provided UFPS Integration script, and which version of UFPS?
Is your Player prefab present in the scene file, or instantiated at runtime?
Though most use Actions in favour of the API, I would like the hard-coded route to be just as powerful - so I'm keen to see this issue resolved for you.
The Active Input is probably responding to the user clicking on the Conversation option as well…
You can use Unity's Profiler to detect your game's largest script processes. Unity has an "Autoconnect profiler" feature when building, so you should be able to see these live at the time of the slowdown.
If you can learn what's causing …
A custom Action, sure. Having a dedicated Action for each and every field in the Managers would be bad UX, so only the ones that are the most commonly necessary to change mid-game have official ones.
A tutorial on custom Actions can be found here.
Nothing unique to AC - you have to flag up the class as dirty, but that's true when serializing any Unity data:
EditorUtility.SetDirty (AC.KickStarter.variablesManager);
More info here: https://docs.unity3d.com/ScriptReference/EditorUtility.SetDir…
Which dialogue option was set to "Return to conversation" and is now "Stop"? That's a per-dialogue field, not a global Conversation one.
It sounds like whatever issue is there will be to do with the Actions or properties in the…
You could use Active Inputs to kill dialog when a button is pressed (see Section 2.14 of the Manual) without the need for a collider.
Are you choosing to not wait for the dialogue to finish before showing the Conversation? If you want a "fina…
Seems like there's an issue with a particular type of Action. Is your Actions Manager functioning correctly, and are you relying on any custom Actions (or were, but since removed)? The most common cause of this issue would be that the ActionList r…