If you're using the same ActionList for both A and B, and that ActionList manually selects Item A, then clicking either item would cause item A to be selected. You need to create separate ActionLists for each item.
Without more context, there's not much people can suggest. What versions of AC, Unity, and platform? Does it happen randomly, or the same time each time you play?
The issue looks like one with the animations, so the first thing to do will be to i…
No, in Unity's Input Manager. It's listed in your "Available inputs" box in the Settings Manager. Try creating a new Input named "SkipSpeech" and map it to your "mouse 1" button.
Welcome to the community, @tehpirat3.
You're encouraged to rely on Unity UI for your Menu display, once you know the design of it - AC's built-in Menu drawing is more for prototyping at thie point. You can switch your Hotspot Menu's Source to Unit…
I expect it'll be down to Unity being quite a bit different by this point. Searching the Unity forums or Asset Store would probably be the best bet for finding an alternative.
@netto: If an inventory item is already selected upon clicking another item, it's assumed that you're attempting to combine the two, so the relevent "Combine" interaction is run - so the "Use" interaction described above isn't ru…
I should think some small amount of C# would be necessary, but exactly how much would depend on your approach.
Containers could be a viable method, so long as you only have one "open" at a time. Each card would need to be an inventory it…
Character evasion is a property of the NavMesh they're both standing on - not the characters themselves. Have a read over Section 2.13 of the Manual, as you'll need to be aware of performance impact etc before tweaking it.
Running Actions in the background is a setting of the ActionList in which they're run, not the Actions themselves. In your ActionList's / Cutscene's Inspector, find the When running field in their Properties box and set it to Run In Background.
Open PlayerInput.cs and replace line 253:
if (InputGetMouseButtonDown (0) || InputGetButtonDown ("InteractionA"))
with:
if (InputGetButtonDown ("InteractionA"))
And line 279:
else if (InputGetMouseButton (0) || InputGetButto…
Button and Interaction elements created in the Menu Manager can be invoked via an Alternative input button, which you can define in their properties box. Set this to the name of an Input listed in Unity's Input Manager, and pressing that input's bu…
Easily editable within the Action scripts themselves - just look for the EditorGUILayout.Slider calls.
Also know that if any float value is set using parameters, it can have any value you want.
Version 1.55a:* Added: Ability to set Menus to appear only while an inventory item is selected
* Added: Walk and run sounds for Mecanim-based characters can now be changed using the “Character: Animate” Action
* Added: Option to look at a character’…
You can still skip it, but you can't then move the player / interact with Hotspots with the same click - otherwise you'll get the player giving unintentional commands when they're just trying to skip the dialogue.
@bveress: Are you using the keyboard or a controller for your input? If keyboard, it could be due to how Unity reacts to a sudden depress of keyboard keys. Are you pressing just one keyboard key or two?
I was referring to the Freelook sensitivity option in the First Person Camera component, which should be on a child object of your Player.
Aiming when using the Keyboard And Controller is intended to be done through either the keyboard or a controll…
Strange - I'd say it's a Unity issue given that AC only uses the PolygonCollider at runtime, not in the Editor, but other than that I can't say much more about it.
AC's Actions generally work by invoking functions in other scripts that do the actual work, meaning interactions can also be written in full C# scripts, see this tutorial.
Obviously being a coder myself, I appreciate how it can be a bit backwards so…