Thanks for the info. Could the wait duration needed be tied to the Conversation Menu's transition time? I wonder if slowing the transition of that would mean a longer wait time is then also needed.
Ah - if you're not getting a Size field, it'll be because the Menu itself is relying on Unity UI to draw it, rather than AC's built-in renderer. This means that the size is determined by the Unity UI prefab instead.
You can correct this either by …
You may be able to do this by loading two scenes at once into the Editor, and then duplicating and moving your scene-based ActionList from one open scene to the other.
Otherwise, if your ActionList is a Cutscene, you can click the cog button to the…
Changing the entered values would leave to confusion by those already aware of the way Unity excludes/includes them, and would also affect existing Actions already in use. I agree that a note should be made in the Manual, however.
@witheredCrow - The Action does matter, because we need to see if the duration of the label showing is related to the duration that the Action is running. Try using a simple Engine: Wait Action of 2 seconds. Does the label show for all of those 2 …
That the one element is separated into multiple UI Buttons shouldn't matter, but I still need to know: is the first-selected UI element itself being correctly highlighted?
Seems to be an issue on my end with this as well. Lets revisit this next we…
What is your InGame Menu's Appear type field set to?
If it's set to During Gameplay, then it will abide by that rule for when its displayed - as opposed to TurnOn / TurnOff function calls. Instead, you will have to lock the Menu to prevent it from…
Backup your project and update to v1.55b. The log is a debug message, which you can ignore.
However, I'm not able to recreate this. Does it occur if you use a non-AC scene as your loading scene? A scene is considered an "AC" scene if i…
Have you modified the downloaded Inventory menu?
Check the Size field of your InventoryBox element's properties. If it is set to Automatic, it will take the size of your inventory graphic (i.e. 256x256). If you set it to Absolute Pixels or Manual…
The sound's final volume is calculated as the global volume setting (as set in the Options menu) multipled by the relative volume. If it's dropping to zero, check your game's SFX volume. You can clear exisitng volume options at the bottom of the S…
Welcome to the community, @EricHasEscaped.
Is this a 2D game you're making? You will need to set your character's Animation engine to either Sprites Unity or Sprites Unity Complex in that case - see Sections 3.6 and 3.9 of the Manual. If you want…
Are both your Inventory and Hotspot Menus rendered using Unity UI, or just the Inventory? In order to control Z-order, you will need to have them both in Unity UI, and make sure the Hotspot Menu is bottom of the list in the Menu Manager. It will t…
It's unrelated to the hover sound issue, but I would recommend you keep TMPro deactivated until this is solved.
I'd be more inclined to label this a bug with AC were you using Adventure Creator as your Menu's source, but as you're using Unity UI it…
What Actions are you running when the Conversation Menu is turned off? What other settings do you have in your Conversation Menu?
You may be able to tweak the When running property (and possibly Unfreeze 'pause' menus?) in the ActionList's Inspect…
You have the option of using Unity's NavMeshAgent for movement if you prefer - attach the NavMeshAgentIntegration component to your character. You'll need to open up the script to see comments on how it works, and it can be copied and amended to su…
Can't recreate this with the latest AC - are you using v1.55b? As with the previous user with this problem, what happens if you switch your Volume controlled by setting back to Audio Sources?
Very hard to see anything from those screenshots! However, it looks like your baked NavMesh is hugging the walls tightly. The player will try to position themselves along the edges, but won't be able to if the walls have colliders. Try increasing…
The character isn't going to perform pathfinding if you supply a Path for him - he'll move along the exact path you supply. For pathfinding, you want to use the Character: Move to point Action, and supply a Marker object that marks his intended des…