Does this occur for all text? Are you using speech tokens in your dialogue text?
There is a field labelled Time before can skip (s) in your Speech Manager - what is it set to?
It works for me - holding down the button when clicking an Interaction icon that selects an item causes it to remain selected until I let go. Again, I'll need to know your full interaction settings - a screenshot of the top half of your Settings Ma…
You can use the Menu: Change state Action to lock the Hotspot menu when as part of the Inventory Menu's ActionList when turn on, and unlock it again when turned off.
So that we can discount the possibility of this being due to your project duplicating etc, make a fresh Unity project and install AC alone. Does it then work?
The horizontal lines issue is separate and should be posted in a new thread. It's due t…
Would you be able to PM me your Managers + the Interaction UI prefab? I'm not able to recreate this, so it could be down to something specific to your game.
If you can, please also include a dummy scene with a Hotspot that can be used to recreate …
Are you certain about not being able to drag and drop? Have you enabled Drag and drop inventory interface? in the Settings Manager, and what are your various Interaction settings?
Only technically for the moment - recent AC versions have brought fixes and improvements to Unity UI behind the scenes. There shouldn't be anything technical getting in the way of a user converting them themselves, but I will look into it myself sh…
So that screenshot isn't from your own set-up? If your Animator inspector looks different, it may be that you're using an older version of Unity.
The forum is here to help those with problems, of course - but being a more complex animation type, i…
The Actions you have created are for the Unhandled inventory interaction - see the bottom of the Hotspot Inspector. This means this set of Actions will run when you use an inventory item on it when no specific interaction for that item has been def…
A custom script could iterate through each SpeechLine record stored in the Speech Manager and check if the associated audio file is present.
The SpeechLine class contains all data for a line of text (speech or otherwise). Using the AC namespace, y…
It would likely involve changing an NPC's material, which could be done with the Object: Change material Action - however the shader code of the material itself is beyond the scope of AC's forums, and I would recommend you ask in the shader section …
I agree that it sounds like the Managers aren't being correctly assigned, but d you mean the "Required Manager Package" field in the Scene Settings component? That literally does nothing but display an error message if one is assigned whi…
It may be that you need to change your animation import settings, rather than manipulating properties through script - my own testing with root motion and the character animations in Unity's Standard Assets haven't had such an issue, though I did ne…
What have you done so far, and what are you looking to use - the direction integer (0-7) or the angle float (0-360)? Screenshots will help to understand where your problem lies.
Kind of - I know it's difficult to explain.
Essentially it boils down to it literally using the same GameObject you pass as the parameter - so if that GameObject happens to be a prefab, it'll manipulate the prefab. Passing the CID number will inst…
Thank you - actually I was going to suggest exactly what you've since tried. The issue is essentially down to your assigning a prefab that is not instanced in the scene at the time that you run the ActionList.
If the ActionList: Run Action in ques…
The InventoryUI prefab itself is not present in the scene? And your Menu's Source is Unity Ui Prefab? What happens if you skip the preloading?
Again, in what version of Unity? AC v1.51x was released because Unity 5.4, so it could be that there a…
As many relevant screenshots as possible, please, as well as the version numbers of both AC and Unity.
Are you using Unity UI for your Interaction Menu's display? I am currently looking into a similar-sounding issue in which Unity UI inventory box…