I've tried recreating, but no luck so far. I would suggest (after backing up) that you upgrade to v1.55b before anything else so that we're both on the same page.
There's a couple of things you can do to help locate the source of this:* Temporaril…
The Tree is animated with Mecanim, but your Object: Animate Action is using the Legacy animation engine. Switch the Animation engine field to Mecanim, and you'll be able to assign the Tree animator in the correct field.
Welcome to the community, @Toonposer.
Being able to choose from multiple interaction types (talk, use, etc) from a Menu involves the "Choose Hotspot Then Interaction" method of interaction, outlined in Section 5.1 of the Manual. This met…
Yes - creating an invisble/hidden Player prefab allows you to do without an on-screen player character, though one is needed in order to store inventory data etc. The Settings Manager's "Movement method" option can be set to "None&qu…
Once you're a little more familiar with coding practices, you'll want to go through the AC scripting guide - as it details all of the functions and variables available to you. The front page features a general overview on how its various scripts ar…
Version 1.55b:* Added: Ability to remove the default functionality of mouse clicks when using Mouse And Keyboard input
* Added: Ability to control free-aim acceleration value for first person movement (user lower values for smoother motion)
* Added:…
I was meaning the full Inspector of the NPC GameObject - not just the NPC component. Where is their Collider and Hotstpot?
If you are using Context Sensitive mode, then Use/Talk to etc will all be mapped to the "InteractionA" input, whil…
Are these obstacles dynamic, or baked into your NavMesh?
Not avoiding obstacles and not sticking to the NavMesh are two separate issues - let's focus on the NavMesh issue first as it's a prerequisite to the obstacle one.
You will need to provide f…
What version of AC was this built with? We'll also need to see the Actions / ActionLists involved - are you overriding your dialogue options all within one ActionList, or triggering individual DialogOption lists?
The pivot point needs to be at the character's feet - you can't adjust your NavMesh to correct it.
Make sure the character sprite is a child of the GameObject that has your Player/NPC component, and that it is assigned as the "Sprite child&quo…
Welcome to the community, @rsa.
As the Character: Animate Action will vary in appearance based on the affected character's chosen "Animation engine" setting, it needs to have a character assigned before its options will show.
When you cl…
If you haven't seen it already, Section 6.4 of the Manual covers the way crafting works in AC.
You can choose whether the resulting item is created automatically or not - just check Result is automatic? in the Recipe's properties box.
If unchecked…
56 custom directions!
Sprites Unity Complex works by manipulating the parameters in your supplied Mecanim Animator controller. Secion 3.9 of the Manual covers its use - though a solid understanding of how Unity's Animator system works. You should…