Its a confusing issue, and a complicated one to accurately convey. I'm afraid I'm having a hard time getting my head around it, and this may be a case of having to point you in the right direction rather than having an answer outright. What I woul…
In which AC version? Check that your player prefabs have explicit "Speaker labels" defined, rather than relying on the names of the prefabs themselves.
AC's debug messages / logs can be disabled via the bottom of the Settings Manager.
The Canvas should be fine. At first glance, I'd say this is due to the Engine: Wait command you have in there. Any Actions you run after saving must be done immediately - try removing that Action and see if that makes a difference.
The Animator can control properties of child objects, not just the parent. As you'll want it to work in tandem with other animations, you'll want it to be on an animation sub-layer, rather than the base layer. This now becomes a general Unity-usag…
Version 1.55c:* Added: Option for Draggables to maintain their children’s transforms when attaching themselves to Tracks
* Added: KillDialog function variant to Dialog.cs that kills a specific line of dialogue, as opposed to all
* Added: Option to “…
@Ukdesigner: See Section 1.6 of the Manual for full details on how to update.
@tripclaw: Free-aim acceleration will be at the top of the Movement settings panel in the Settings Manager, provided that your Movement method is set to First Person.
Welcome to the community, @poliman.
6. go to GameEditor > Speech > in "Game text" section there is only one dialogue ? why
You must use the filter options above to show the game text you're looking for. By default, it lists speec…
Welcome to the community, @Albl.
This'll likely be down to a combination of your ActionList used to update the value, and the Menu's Appear type setting. If it's set to During Gameplay, then it will be disabled whenever a gameplay-blocking ActionL…
As both your keys are in the same group, enabling one with disable the other. However, if all you're looking to do it have the NPC blink every X seconds, you can just animate that in an additive layer in their Animator.
To refresh, is this workaround working for you? I still can't recreate it, so I think I'd need you to send me a working example in order to do something about it.
Nor I - nothing related was changed between v1.55a and v1.55b.
However, going by what you're saying - it shouldn't have worked before. As you've stated, Give_PenandPaper_R doesn't exist, yet having Add directional suffix? checked explicitly tells …
As in the lower-right box showing the camera's view in the Scene window? Which camera are you trying to preview? Try expanding or enabling that camera's component in the Inspector.
While you could create a separate scene for each possible outcome, you could show/hide walls in the same scene as you've described. Having different NavMeshes would also be a requirement, however. With or without arrays etc, you will still need to…