@radiantboy: You could always export translation files, this just means you have total control over the columns, row sorting etc, in a much nicer UI. Same goes for importing: you choose what columns get imported as what translation, which should ma…
What I meant was: how does the correctly-imported text look inside AC's editor window (the Speech Manager). If you select a line to view it's translation, is it correct there?
The Demo game uses such characters for it's French translation, which I…
The player prefab can be left in the scene if you prefer - it's just that AC is set up to handle its presence automatically for you.
The MoveSpeed Mecanim float not updating for First Person mouselooks will be fixed in the next release.
Welcome to the community, @stephanieee.
The "absolute beginner" AC tutorial is the 2D game tutorial, available here. However, it should be said that at least a basic understanding of Unity (the interface, workflow etc) is assumed. If yo…
This isn't possible in the same sense as passing Hotspots - though individual inventory items can have their own Unhandled use on Hotspot ActionLists.
Know, though, that you can still make use of the Crafting approach - if you switch your Crafting …
Thank you, that's generous of you. AC's Mecanim approach is really to control parameters of your choice, leaving what you do with them down to your specific needs - so a "one-size-fits-all" isn't too feasible. However, here's an image of…
Yes, Hotspots should be fine on geometry - though since they use their own trigger collider it's recommended to keep them as child objects rather than on the MeshRenderer directly.
As this is only happening in one scene, we'll assume at this point …
And how does the translation look inside AC once you've imported the correct-looking one?
This could be more of an issue with the way you import the CSV file to edit it. Once you've imported a correct translation, how does it look in raw-form, e.g…
The loading delay will be used while the loading screen is shown, but 0.10 will be for 0.10s, not 10s.
You could modify SettingsManager.cs (around line 1023) to allow for a higher maximum value, but an alternative would be to not rely on AC's loadi…
Welcome to the community, @DutchyB.
Interesting problem, though not one that's too easily solved - you're right to assume problems when you add other characters and puzzles.
I would start by ensuring that no Hotspot or NPC is large enough that it ca…
What's your version number? If you have Load scenes asynchronously? and Use loading screen? checked, there should be a slider beneath labelled Delay before and after (s).
The turn float parameter is set to the result of the Char's GetTurnFloat() function. It's not an absolute angle, but rather the amount of turning the character is doing at that particular moment (from negative "Turn speed" to positive &qu…
What's the ID number of the Hotspot, and what's the build index number of the scene it's in?
Not sure what could be wrong - any special characters in the name?
Which camera type is locking, and which Menus specifically? More screenshots and detail will be needed to give proper advice.
VR head-rotation shouldn't be affected, but if your Menus have Paused game when enabled? checked, the timescale of the gam…
Not a good fit at all, I'm afraid. AC's designed purely with single-player games in mind, which does limit the genres it can be used for, but also allows it to play to those strengths. I would recommend searching for more MMO-specific assets on th…
This is down to the serialization of a RememberHotspot script in the scene. If could be something to do with that particular Hotspot, but I suspect this is happening in all scenes?
It could be an issue between the XML encoding and the iOS version …
As I said, the Trigger is set to only detect the Player, meaning the parameter is never going to be anything other than the Player's collider.
If you want to run Actions when the Player leaves that same Trigger, you can add an additional AC_Trigger…