Again, are any other ActionLists or Cutscenes running at the same time? I can't reproduce your issue with a looping background chain of dialogue. You can see what's running, and the current game state, by checking List active ActionLists in Game w…
It could be because the UI root Canvas object is disabled at the time, which causes Unity to overlook it.
If you've linked it to AC's Menu Manager with "Unity Ui Prefab" as the Source, then yes - you'll need them to be instantiated at run…
The "Slow movement near collider" option should only be affected by colliders on a given layer. Placing these side-colliders on a separate layer should mean they have no effect on that.
I think it's because you're assuming that WireObject.AllReactions has the same array size as the loaded data, and iterating through WireObject instead of wireData. I don't know the class structure of WireReactions, but it may be a fault in your cod…
Very strange behaviour. I can't see how the time display setting would affect the loading of game data.
Can you create a duplicate of this scene and remove all graphics / geometry except the two problematic RememberVisibility / Transform objects, …
All that can be gleaned from that is what I said on the bottom of the first page - that either "LBL_LB1_UI_NB_Dossier_PortraitGrid_5" can't be found, or it can be found but has no Text component.
This update will give you an error message…
Sprites are dragged into the Animation window to create Animation clips, and then those Animation clips are needed in the Animator window - though that should be automatic. Your animation window is giving an error about a missing Sprite, which may …
Are you using Unity's Root motion feature for your animations? Try unchecking "Turn before walking" in the Player Inspector - that should help the character to face the right direction before moving.
The Rigidbody constraints won't chang…
No problem. You shouldn't have to do anything super-complicated, so I'm hoping that there's just something simple being overlooked - though it's difficult to tell without seeing it for myself.
I'm only thinking theoretically here, but maybe you could try a script that turns the "Turn before walking" checkbox on automatically only when the character has been still for a set time (even >0.1s should be enough). You can then tur…
Is there any more to that error message once you select it in the Console? I don't see why NavMeshSegments should be mentioned, unless your Navigation engine is set to Unity Navigation.
PM me your scene file, Managers, and player prefab as a .unit…
They shouldn't be. So long as you have one of them assigned as the Default NavMesh in the Scene Manager, then the others should be ignored by AC.
When you say the character "falls back" onto the old NavMesh, what do you mean exactly? Do…
Don't assign the UI prefab field directly - you're causing the prefab to change once another copy has already been loaded into the game. This is why the change is not appearing until the game is restarted.
Move it back to private and try assigning…