I can't tell by this point how a mismatch would have been created, but first backup the project so that all can be reverted. Try a re-gather and see if that corrects the links. If not, let me know the details, and then try a reset + re-gather.
As you're using Unity UI for your AC Menus, AC is simply taking care of when they are shown, and what happens when you click on them - not the rendering of them. This means that the issue is actually between Unity UI and CTAA, not AC and CTAA.
I w…
Please give me an example of a mistmatch between the Action's Speech ID and the script ID. Are you referring to the line listed in the Speech Manager, or in an exported translation file?
If the Menu appears at the right time, but the Icons are incorrect, that would suggest they aren't properly synced with the Menu Manager's Elements. The images look fine to me, however, and my own in-scene Interaction test shows the correct icons a…
To eliminate being misled by other systems contributing, I would advise you un-parent your UI from anything so that it's in a fixed position in world space while this problem exists.
We should assume that the Menu itself (so far as AC is aware of i…
selectedItem refers to the currently-held inventory item, i.e. the one that the player is then "holding" once clicking on an item in the menu, not just hovering-over with the mouse.
highlightedItem is a special variable used to manually h…
Examine interactions are a special-case interaction when your Interaction method is set to Context Sensitive. It basically allows for an additional (right-click) interaction for Hotspots, that's traditionally a "look" interaction in singl…
Odd. And what about audio for lines that were playing fine when the linking was automatic? I'm assuming you mean those ones are from scene-based ActionLists, such as Cutscenes.
In what version of AC? Please post your full Speech Manager as well.
If you temporarily uncheck Auto-name speech audio files?, you'll be able to manually link audio files to lines in the Speech Manager. If you link the audio to the problematic li…
No, I see the problem. It's that the "Unhandled combine" is used on the selected item, not the item you're using it on.
You'll therefore have to use a custom Action in your "Unhandled combine" ActionList that simply selects the…
What effect is affecting your Menu, and is this an Adventure Creator-sourced Menu or a Unity UI one? Generally, camera effects shouldn't your Menus. It may be that the effect itself needs modifying.
In what versions of AC and Unity? I'm not able to recreate the issue by saving with the default SaveUI prefab, while save screenshots are enabled.
Are you using the SaveUI prefab included with AC, or a modified/new one? If modified, switch over t…
Open up PlayerMenus and find line 1879:
if (!mouseOverMenu)
Replace it with:
if (!mouseOverMenu && !mouseOverInteractionMenu && mouseOverInventory)
Does it then work for you?
When using point and click movement, you should rely entirely on your NavMesh for movement - collisions and CollisionCubes should be left alone, as the two systems conflict.
Try reducing your Agent Radius value in the Navigation tab, as this will i…
You could try having two Player prefabs in your game: one for the First Person scenes, another just for the map scene. You could then use the Player: Switch Action instead of Scene: Switch to enter/exit your map, and the old First Person rotation w…
You can refer to Unity's official forums for help with general scripting, but the included "WorldSpaceCursorExample" script demonstrates how the mouse position can be converted into a position in 3D space.