AC will ensure no two automatically-set IDs are the same within the same scene, but it's not possible to (and its arguable that it shouldn't) do this with asset files.
Let's see some images of the prefabs you're instantiating as well as the ActionL…
Are you using the simple footstep sounds feature by assigning clips to the Player component? If so, use the dedicated Footstep Sounds component instead - it has more options and won't cut out audio when the character stops.
In builds, or just the Editor?
As it could be UFPS-related, run a test scene without UFPS (Tin Pot can be used as a First Person player, too) and see if it occurs. If not, then it's a UFPS issue.
That would do it - when you create a new translation, the translation's text for each line starts out as a copy of the original text. If you then modify that original text, however, the translation will be left alone - as it should be.
You can cli…
As how 3D inventory items are handled vary widely from game-to-game, the approach AC takes in this particular aspect is to open up the API.
Each inventory item can be assigned a GameObject prefab in the Inventory Manager - see the "Linked pref…
As with your other issue, AC is having trouble accessing your GameEngine which contains information those Actions need.
If your GameEngine is present, it may well be to do with the Console errors at it could be that AC is not able to fully compile …
Is the character actually walking around the scene when this happens, or just playing the wrong animation and "walking on the spot"?
Check the value of the Animator's "MoveSpeed" float parameter when controlling the character. …
If no LocalVariables component can be found in the scene, the list of Variables won't show. I will add a help box to clarify when this occurs.
Check that there is a GameEngine object in your scene, and that it has a LocalVariables component attach…
It is likely due to Unity's video playback, in which case you will have to wait for the next update which will add integration for Unity 5.6 new VideoPlayer component.
Outside of runtime, translation text is stored entirely within the Speech Manager, so if your game text is sometimes showing French from the Demo then I would guess you had the Demo_SpeechManager assigned as your Manager when it shouldn't have been.…
Update: it's not. Strings must be able to be present in save games - String variables, parameters and custom tokens are all prime examples of strings necessary for saves.
This does not affect the ability to change language with a renamed save. If…
I need to see exactly what you're doing - please provide some steps to recreate the issue (either in the form of bullet-points, and/or screenshots).
When it comes to debugging ActionLists, when using the ActionList Editor window you can toggle both…