Odd - the script specifically does away with the the Y-positions of both the path and the player. But I'm glad it's now working, sorry for the trouble.
A mistake I've made in AC more than once, unfortunately, but hopefully understandable given its size. However, I'm swift to correct them when informed, and the one mentioned in this particular thread is now fixed.
I'm not sure if @JPinho is using Tracks for the drawers, but @GeometriX does have a point - a custom Action could check for the drawer's local position (relative to a parent object) and determine it's opened/closed state accordingly.
A tutorial on …
Not currently, though that does give me some ideas that I will look into. Please give me some time to think about how something like this could be added as a feature.
By 'from speech', do you mean the "From Speech Text" lipsyncing method? The lip sync data for a speech line can be gotten with this function.
AC.KickStarter.dialog.GenerateLipSyncShapes
The parameters that it takes can be found in the s…
Looks fine to me. I've made a test of my own, recreating the same movement along the X-axis, which you can download here. You'll need Direct movement to navigate it, but you should find that it works for you. Assuming it does, there must be some…
The input-controller AC menus are limited in that regard, but if you switch your Inventory to make use of Unity UI (see this tutorial), you'll have more control over how it's navigated.
I think having a "sub-container" could make things messy for an official change, but you ought to be able to get somewhere with a custom Action. The code for the Music Storage window isn't actually in the Action - instead the data is stor…
@kici: I've hidden some surprises for those who persist..
@carlosrovira: Thank you, I agree. The way it'll better behave with other assets now was one of the biggest factors for changing it.
@Alverik: Exactly - AC has long since taken the approac…
I meant your Collider that covers the wall, which should be on the NavMesh layer. You can check "Is Trigger" on it to prevent physical collisions taking place - sorry for the confusion, it's not to do with AC's Trigger prefab.
Left and Right will behave like Up and Down if the element they affect has its slots arranged vertically. The default Inventory Menu contains an example on how scrolling can be achieved, but I can't give more specific advice without seeing screens …