Apologies, but I'm not sure I understand your issue now. Are you saying that both Journals show the same text? I can't recreate that issue at all. Please post screenshots to show exactly what's going on - both what's wrong, and what you're expect…
1. I don't understand what you mean by cut horizontally, but you can tweak the appearance of the dialogue in the Menu Manager. The demo game uses the same Menu, and doesn't exhibit such issues. If more help is needed, please post in a new thread w…
As a last resort, you could disable the door while the table is out, but what of the components on the objects? Do they have non-trigger colliders and Rigidbodies that cover their meshes? The objects are still bound by the rules of Unity's own Phy…
This is more than likely a Unity issue - if you do nothing except remove the Draggable script, is the door now identical? Is one door static, while the other is not? Are both responding to e.g. light probes or baked lighting? Compare the material…
As well as enabling number keys, that option also allows for custom inputs to be mapped. In your Settings Manager's Available inputs box, you should see DialogueOption[1-9] listed. Create inputs in your Input Manager that link e.g. X to DialogueOp…
Aspect ratio as in the field in the Settings Manager? And what compiler errors, exactly? It's hard to give any useful advice without knowing more.
If Unity has a compiler problem, it will remove any added-on editors such as AC until the issue is …
Welcome to the community, @Nest.
I'm not sure by your wording if this was an issue before you made use of UFPS or not. If it was, lets put UFPS aside for the moment so that we can eliminate the possibility of it being a factor.
What version of Un…
A single ActionList can still output multiple lines. Just start it with the Variable: Check random number Action, and have each output link to a new speech line.
Welcome to the forum, @Cly.
Yes - you must make sure that the collider's layer matches that set in the Inspector. Try making a new dedicated layer for it, named e.g. "Walls". Place your Collider(s) on this layer, and then enter that nam…
Welcome to the forum, @kireerik. In future, please try to post separate issues in separate threads. I appreciate this may take more effort, but some issues require more discussion than others.
The current recommended target is Unity 5.5 with AC v…
I'm not talking about creating scripts - variables are created in the Variables Manager in the main AC Game Editor window.
Go to the Variables tab, select "Global", create a new variable and set its Type to Boolean. You can then refer to…
This is likely due to the "main" journal not having any awareness of the duplicate, meaning it only considers a journal's final page open if it's being shown on the left-side.
It may be a simple tweak to the MenuJournal.cs script, but I s…
There's no limit to the number of options a Conversation have, and how many are shown at a time is determined by your Conversation Menu. Your DialogList element, which shows the options, has a Maximum no. of slots field.
If the active Conversation…
Object: Visibility only affects renderer components such as sprites and models - not lights.
The Object: Send message Action requires a reciever, and the included Light Switch component can be attached to a Light for it to receive Turn On / Turn Of…
Welcome to the community, @gamemaster468.
The video certainly proves the problem, but doesn't show what the cause might be. You will need to provide some more detail in order for us to give specific help, such as shots of the NavMesh and your Scen…
By its nature, separating your speech lines with CRs will cause each line to be treated independently - so that behaviour is to be expected.
However, there are a couple of things you could try:
1) Use the Character: Animate Action beforehand to fo…
Can't recreate - always works fine for me the first time I run it. The only time the Resume action doesn't work is if the Stop one is called multiple times. That can be changed by opening Music.cs, and replacing line 301:
ClearMusicQueue ();
wit…