Check that your game's Managers are still active - see Section 1.6 of the Manual for more on this. Also be sure to read the "Upgrade notes" section in the changelog for each version that you've upgraded between.
And the changelog proper:
Upgrade notes* Adventure Creator’s Asset Store category and licensing terms have changed - please
see the FAQ page for more details
* All Limit Visibility components must be upgraded by viewing their Inspectors and saving…
A guide to working with AC's KickStarter variables can be found on both the front page of the scripting guide, and in Section 12.7 of the Manual.
The method I have already given is very simple, and I have even given you the exact code you need to r…
Use a separate Menu that contains a similarly-styled Subtitle Label, but set the Appear type to Manual.
Just before the last line of dialogue before the Conversation is spoken, use two Menu: Change state Actions to lock off your regular Subtitle Me…
No, this is not an option. The closest option you have is to set Inventory interactions to Multiple, which allows for an Interaction Menu to open when clicking an item to allow for the choice of multiple interactions, much like Hotspots.
You could…
Try defining an Unhandled "Use" interaction at the top of your Inventory Manager. It can just be an empty ActionList asset if need be.
If that doesn't improve things, you will have to post the error message in full in order for help to b…
Don't forget that you also have other lipsyncing options available - Sapi can be used to give automatic animation as well, and AC is also compatible with Rogo Digital's Lipsync asset.
Various fixes related to Interaction menus and keyboard control are coming in v1.53, but I don't know if they apply here. Are you able to choose which interaction you want to run, even if you can't run it?
You need to define the CycleInteractions …
Are you referring to the automated lip-syncing feature? Phonemes are grouped up using Unity's standard text box controls, so the only characters you can make use of are the ones that that GUI control accepts. I don't know if non-roman characters w…
A custom Action or script can do this quite easily. In the latest AC release, right-click on any label for a field in the Settings Manager, and you'll be able to copy an API reference to that field in the text buffer. You can then paste it into a …
Sorting Maps are definitely the recommended way to go. The 2D Demo is available to pick apart, and it makes use of a SM to have the player character move in front of and behind various objects.
It also makes use of the "Offset original order&…
Descent-style? (I'm old)
A custom motion controller would be the way to go - as with shooters, AC's first person mode only tilts the camera, not the root gameobject. If UFPS supports that kind of motion, that could be an option as well, as AC com…
I think you'll have to explain that with screenshots. If the cursor is changing when it shouldn't be, that could be a bug - though I can't tell from the description alone.