A Sound component does nothing unless it also has an AudioSource component, and an AudioSource can (and usually does in my experience) have an AudioClip assigned.
The New clip (optional) field is only necessary if you want to change what particular…
Indeed, naming the assets you're trying to make use of will help us know what's going on. However, I would recommend making sure that you can get such effects working in a non-AC scene, first - so that we can separate the issues related with gettin…
Most certainly. The feature supports translations already, so I don't think there should be an issue there. However, it may be possible to rely on Speech Manager IDs rather than pure text in the save file - I shall look into it.
You can use Unity's own rich text tags in AC-based and Unity UI-based Menus to change colour of your text:
https://docs.unity3d.com/Manual/StyledText.html
This may be due to a bug where it won't show if Paused when enabled? is checked, but not hidden.
Set the Appear type to Manual, uncheck the box (assuming it's checked), and change back to Hotspot - it should then show.
A non-zero transition time would only have an effect if it was also pausing the ActionList with Wait until finish?. Instead, try inserting an Engine: Wait Action of 0.5s after the Camera: Switch.
It may even be that simply cutting the camera insta…
In what version of AC? In the current release, that would indicate you either don't have a "Default NavMesh" assigned in your Scene Manager, or that NavMesh has no PolygonCollider2D component.
Please provide more details. Is the AudioSource or Action set to loop anything? Are you ending the ActionList "naturally" or skipping it? You can always check for fixes by updating AC in a duplicate project.
Are you relying on a translation for your game's default language? You'll need to edit the translation from the Speech Manager / an exported CSV file in that case.
Any variable can be displayed in a menu label by using variable tokens, e.g. by inserting "[var:1]" as the label's text - see Section 10.4 of the Manual.
A variable's associated token can be found in it's entry in the Variables Manager.
I can't recall the specific fixes made to an issue two years old, but you shouldn't need to resume or play any path as part of the Cutscene - the resuming of the path should kick in automatically when the Cutscene is finished.
If you can provide st…
You'll have to be more specific about the Unity version, as patch releases, beta releases all potentially count as "latest release", depending on who you're asking.
Change your Menu Manager asset file to Demo_MenuManager, so that it match…
Ah, right. Yes, in that case, I'd second @Alverik's suggestion of an animated UI. It needn't be a Loading one, just a regular one that you call before the Scene: Switch.
You could actually make use of parameters to automate this whenever you want…
The first block only - not the uiPositionType line.
You should find it towards the bottom of your Menu's properties, it's a checkbox labelled "Smooth movement?".
It may be that your items are getting selected as active inventory items when clicked - which I'm assuming you don't want because you're using the inventory system as a workaround for what you want.
Try giving each item a common "Use interacti…