Double-check check the wiring of your various options to be sure there's nothing immediately wrong-looking, but if the options are automatically playing in succession it sounds like a bug. Do these Conversations have Auto-play lone option? checked?…
Is the video cutscene in A still an "AC scene", or is it separate?
You will need to update your version of AC in order for us to determine if it is still an issue or has since been fixed. You're right to be cautious at it is quite a jump…
There are a couple of non-coding ways around this then:* You create an "invisible" Menu set to appear When Speech Plays, and use the ActionList when turn on / off fields to lock the Menus whenever this new Menu is shown.
* You set the Appe…
If the display of your speech is kept separate from AC, I don't see there being a problem. You may need your custom Action that handles the display to wait for the speech to finish before the Action itself is considered completed - this way you can…
Sorry, you're going to have to re-phrase that. What do you mean by placing or generating inventory - as in adding item's to the player's inventory? Screenshots will help to illustrate the problem more clearly, and also please post the versions of …
Having multiple 2D NavMeshes is a very new feature, but my own testing was of an identical situation so I'm not sure why it's not working for you. Does the player always leave his area, or is it only when clicking a specific point or something?
Wha…
No, that'd only literally only while the conversation options are on-screen. However, if your Menu's Appear type is set to During Gameplay, then it shouldn't appear while gameplay-blocking ActionLists are running anyway.
Thanks. The stacktrace suggests that you don't have your Managers assigned - which can't be the case if your other scenes are working. Double-checking that all 8 Managers are assigned in your main AC Game Editor window, and that the file /Assets/A…
Thank you @Alverik - my browser was hiding the links.
I should've already asked, but what version of AC are you using?
There are two differences between the Interaction that worked vs the one that didn't - that one is an asset file, and that your as…
Very odd - is this in builds, editor, or both? All three of the ways you tried should have worked in principle. What versions of AC and Unity, and on what platform?
When a save file is read or written to, it is listed in the Console / debug log. …
Please post your Unity and AC version numbers. Also, much more detail will be needed in order to solve this - while random issues will be more difficult to recreate, any detail you can provide in the form of screenshots or steps will be greatly ben…
Welcome to the community, @ShadyBee.
From the looks of the screenshots, it actually looks like the NavMesh is working - you can see that the NavMesh has incorporated the two hole meshes into the base mesh. Which version of AC are you working with? …
A simple script could set your Menu's isLocked state according to whether or not you're in a Conversation. The active Conversation is stored as:
AC.KickStarter.playerInput.activeConversation
You could then change your Menu's isLocked state manually…
If you're using Mecanim (which you should be - Legacy was from Unity 4 years ago), you have the option of either entering in the animation's name, or manipulating the values of your Mecanim parameters.
It sounds like it, but again it doesn't sound quite right. If it is, I expect it'll be more of a Unity issue rather than one specific to AC, however. Not sure what to suggest, other than to try providing an executable installer instead of a zip fi…
On what platform?
Do these errors occur if you run these scenes in the Editor? The error messages from builds aren't nearly as detailed and make it much harder to identify. Otherwise, check that you have "Development build" checked when …
All of AC's existing Actions work by calling functions within the rest of the code base, so you can open them up to see how they work. The scripting guide is also available to assist you.
It sounds like you'll want to call AC's speech functions via…