I would say this'll be down to a pretty high-level conflict between the two systems, if you've narrowed it down to UFPS's full-body - I take it the other prefabs OK. What exactly is jittering, though? The camera, or the body?
As this tutorial des…
Can't see anything broken here - is a previously-working camera no longer working for you?
It'll likely need us to see some shots of your Path / Camera arrangement.
The MainCamera should always be the active one - AC's camera system works by having the MainCamera copy the values of whichever "Game camera" you want active (see Section 4.1 of the Manual).
To make your desired GameCamera the active one …
Try moving the wall's collider closer to the inside of the room. You can use a separate Trigger collider to block NavMesh clicks to any other your game may use.
It may also be worth removing the NavMesh in the doorway, so that the inner and outer …
Sorting Maps can be used to change the Sprite Layer, as well as the order within the same layer. As Sorting Layers are managed by name, would this not add confusion?
@Deckard_89: Minor issues related to animated cursor and interactions. Can't recall the specifics.
@Mehrdad: AC isn't a graphics tool, and leverages the rendering, UI and input systems that Unity provides. A standalone AC would be nice, but it's …
Thanks @Alverik! Yeah, the face idea came together pretty late in development, but it's definitely my favourite thing about it.
The option you mention is there to basically stop things like Hotspot labels changing their text when fading out, and w…
You don't need a Player prefab if there is none to control. Set your Movement method to None and ignore the Player prefab setting. The First Person camera is intended for 3D FPS games - you can't trick it into working another way.
If your Camera …
Please use the latest version before posting console errors, as the line numbers will be wrong otherwise.
Does the Menu work if you switch its Source back to Adventure Creator? We'll know the problem lies with Unity UI if so.
Not Sapi, that requires an audio file. Rogo is also intended for audio-based lipsyncing, though presumably you can manually place keyframes to an empty track - but that doesn't sound appropriate.
Screenshots or videos that illustrate the problem will be necessary here.
Placing your "blocking" colliders on the NavMesh layer should indeed prevent the player from moving to the next room - though they will still cause the player to mo…
This isn't so much related to using AC, and you might have better luck getting responses on the official Unity forums instead. 640x480 was the HD of my day, but @humaldo has produced some great "classic" look games, for example.
It may be easier to see what happens if you first place the Brain2D prefab into an empty scene, so that it's not affected by any Sorting Map. The main sprite, "Sprite", has an initial Order In Layer value of 0, while the shadow sprite, &q…