Welcome to the forum, @eirsik.
At exactly what point do these errors appear, and do they appear to have any impact on your game? What platform are you working on, and building to?
Though it may be caused by your use of the RememberTrigger compone…
Is this Talk_R named such because it's the right-facing talk animation (or which you also have _U, _D, _L and such), so that your default Talk animation name in the NPC Inspector is just "Talk"?
If so, you'll want to name your angry talk …
I'm afraid I can't see any issue with this feature in particular - what platform are you working on, and do things get better if you load either of the Demo Managers/scenes?
5.5 will require an official AC update for compatibility, so either way I …
Anything being listed in the Console?
I'll look into it - it wouldn't be the first time a Unity update has stopped AC from working, though you should always use the most recent official Unity release, rather than a beta, as AC does not officially su…
You can use the Character: Animate Action to change a character's standard animations (walk, talk etc), but the exact workflow depends on the Animation engine. Which one does your NPC use?
Not currently, but I will add an input that allows for this, named e.g. "EndConversation". Then mapping an invisible Menu Button to simulate this input would then allow for that.
You could hack the Char.cs script to accept an Animator on a child object. Look for the GetAnimator function and replace GetComponent with GetComponentInChildren (which I believe also checks for components on the same object).
That's because the UI is instantiated at runtime. You may get it working if you rename "OnEnable" to "OnAwake", but otherwise you'll have to place it on an empty GameObject in every scene.
Welcome to the community, @GTadeon.
You can skip speech by pressing the "SkipSpeech" input, which you can map to a key within Unity's Input Manager. You also have options related to speech-skipping within AC's Speech Manager.
Which version of AC? One chain of Actions waiting shouldn't affect the other. Have you set the ActionList's When running field to Run In Background?.
Another approach might be to place the "sequence stopping" Actions in a separate Cutsc…