It's hard to glean from the video what's going on exactly, but you can enable AC's Status box at the bottom of the Settings Manager to list the game's current state.
It might be just a case of adjusting the ActionList's properties - try unchecking …
For a given button, yes. But as the proxy references the scene-based ActionList by ID number, you can share that same ID number across scenes if you want the proxy to work in different scenes.
A pair of tutorials about linking scene objects with a…
In that case, adjust Facing directions to suit the directions you want to face, and then name your Animation states according to what the dropdown lists.
Your "Talk name" field is NPCTest2talk_R, but AC will add the "_R" on dyna…
The ActionList: Run Action will let you run an in-scene Cutscene, provided the Source field is set to In Scene.
When you assign a Cutscene, AC will assign and record a Constant ID component/number on the Cutscene object, and display it in the Actio…
Sorry, I'm a little confused. What's the underlying issue in this case? You said above it was throwing out warnings, but it seems to work fine.
Are the animations being correctly played?
Welcome to the community, @kkld.
In order to use Input System, you'll need to rely on AC's integration for it. If you're using Unity 6, this should be suggested for you automatically as a Template when using the New Game Wizard.
If the Template w…
If you unset the OnStart cutscene from the Scene Manager so that it doesn't run, does the Cutscene lisawork have issues if you then manually run it from its Inspector?
The OnStart cutscene looks to be running this Cutscene four different ways, and …
I'd say that should be fine. You should be able to do away with the Update/LateUpdate loops by hooking into the OnStartSpeech custom event to turn the Menu on at the time the speech begins, but I don't see anything fundamentally wrong with your app…
Check your Highlight component's Intensity curve - this controls the intensity of the highlight effect, with the x-axis ranging from 0 (off) to 1 (on). To increase the intensity of the effect applied to the material, the curve's Y value should incr…
Are you looking to play different animations based on which direction the character is facing? Your Animator, and NPC Inspector, show different intents.
Your NPCs Inspector has its Facing directions field set to Four, which means it's expecting to…
Which Hotspot has the issue? The first scanner outside the starting room has no Highlight component, the others appear to be missing a Mat_Scanner_Highlight material property.
Did you try the Cube event test I mentioned above?
The issue is that your "Talk name" field ends with the "_R" suffix, whereas AC will add this dynamically based on which direction the character is facing.
Rename it to "NPCTest2talk" to have it match the pattern of you…
Thanks for the details.
In this combination of settings, the highlighting should occur based on the Player's vicinity to the Hotspot - highlighting when they enter their Hotspot Detector boundary, and un-highlighting when they exit. The cursor is …
Version 1.86.4:
* Fixed: Compatibility issues with Unity 6.5
* Fixed: "Speech: Stop" event not firing correctly
* Fixed: Duplicating speech menus not updating correctly when fading out
* Fixed: Speech sometimes not ending when loading a s…
What are your AC/Unity versions? Is this for a first-person game, or third-person 3D? Is the issue limited to just this Hotspot?
Is there any difference if you temporarily uncheck Place distant Hotspots on separate layer??
To check that the even…
If you're using the Sprites Unity animation engine, playback is automatic and no transition is needed. If so, you can expand the List expected animations? foldout to list all animation states it requires based on the options chosen.
Can you share …