Sorry for your frustration, @bmart.
What versions of AC and Unity are you using? It's not clear from your description if this is because the player is not recognising the change in NavMesh, or if it's because their intended destination is still on…
The error means that Unity cannot find a Text component on any object named "LBL_LB1_UI_NB_Dossier_PortraitGrid_5". Either the gameobject cannot be found, or there is no Text component on it. Could it be that there are two gameobjects wi…
Interesting problem, @pushxtonotdie. The ScriptableObject nature of Actions / ActionList assets is complex, and the only way that I know of to get a system of Actions saving in both scene objects and assets, so kind of a necessity.
ActionList asse…
While it may not be giving you the behaviour you wish for, the description does sound correct. While the object in question may be a prefab, and be present in other scenes, AC still treats each per-scene instance as a separate entity.
This is inte…
Thank you for the alert. Though your fix may work in your case, it may break things for others - could you post a shot of your full Settings and Speech Managers so I can see what settings you've got?
And the character's Inspector? The more detail you can give, the easier this will be.
AC's "Sprites Unity" animation engine works by playing animations by name - taking a state like "Talk" or "Walk" and adding on a di…
The scene restarts, or just the animation? What is your chain of Actions? Screenshots will help, but it's recommended to always use Mecanim animation from now on - you have complete control over it then.
There's nothing technically problematic about using different perspectives throughout your game - it's assumed each camera is different anyway.
Forcing the aspect ratio in the Settings Manager allows you to easily ensure the game always looks correc…
Without knowing any detail or seeing what you've got in your project, it's not really possible to tell you what you've done wrong. Please post screenshots to show the issue, and we will be able to help.
If you're having trouble creating animations …
You can set a Global Variable to check for when pressing a particular input button should have an effect. I would create a new Input axis in your Input Manager specifically for closing the Menu, even if it's mapped to the same joystick button.
You …
Is the UI Text component linked to AC's Menu Manager? There may be a conflict if so, as AC will be trying to update the text box contents as well.
Is this UI instantiated at runtime? If so, the problem may be that it's not in the scene at the time…
Changing camera-type per scene won't be a problem, but changing the perspective or aspect ratio fields in the Settings Manager will have to be done via custom scripting. Right-click any field's label to get the API reference.
After changing the as…
Yes, Engine: Manage systems can disable the cursor, provided it's drawn with Software rendering.
Pausing the game should be OK though. How are you checking for input? Checking continuously for an input should be done with Active inputs - see sect…
And KeysGridName is assigned while the game is running? What's it assigned to exactly?
If you're getting the Debug log, the AC side of your script is working - the rest should be down to general coding.
Sorry for the trouble you're having. My best guess would be that this is down to some combination of Unity / Asset Store / AC, as the problem seems to be related to Unity's metadata system.
When AC's next update is released, I will provide an addi…
Deleting an Action script while ActionLists exist that make use of it will definitely cause problems. I hope you have a back up of it!
An Action can't be removed from an ActionList without also re-routing the Actions that surround it. This happen…