Unless you're using Touch Screen, interactions should already run on the first click (see the 3D Demo). If you are using Touch Screen, you have to uncheck the option Double-tap Hotspots? in the Settings Manager to achieve the same effect.
@Ommariuolo: Try placing a Debug.Log statement inside the ResetMouseClick() function in PlayerInput.cs - you can then read off the Console the line number from which it's called when you click it at the appropriate time.
Nothing about v1.52 comes to mind. But your Link script calls Move in Update, while the Control script calls it in FixedUpdate.
Use Debug.Log to check that the "h" float in Controls' FixedUpdate is being set correctly, and that Link's Up…
Create dedicated Marker prefabs for each NPC, so that you can re-use each for each scene. When dealing with GameObjects in ActionList Assets, AC's Actions rely on ID numbers rather than prefab references.
Take a Marker from your scene and drag it …
Going over their tutorials, I suspect writing a pathfinding script is actually the wrong approach. Their tool provides the movement as well as the navigation algorithm - therefore I believe you should instead look into writing a custom motion contr…
No - you'll need to convert to a string with your own code, however you don't need to create a second Global Variable in order to do so. You can instead use Custom Tokens, which you can place in your Labels and set through code. A tutorial on usin…
Welcome to the community, @combegame.
For a more in-depth tutorial on Conversations, see here.
So far as the internals of AC go, a Conversation is just a visual prompt for the user to choose from various options. It doesn't technically have anyth…
The setting of the "click state" occurs in PlayerInput from around line 373. It should be possible to tweak it so that "onRelease" count as clicks when the game is paused, as opposed to "onTouch". I'll consider lookin…
Yes - use the Engine: Manage systems Action to disable Movement and Interactions. Place the PlayerStart out of the view of the camera, and use the Action again to re-enable the systems once you click Start.
At what point do you zoom in? When you click on Hotspots?
You can create GameCameras at the same position as the "zoomed out" camera, but zoom in / rotate them to have them focus on different objects. You can then use the Camera: Switch…
The SaveList Menu provides you with an ActionList to run once a game has been loaded - you can use this to turn on/off any Menus as required.
Which version of AC are you using, and are you relying on Unity UI Menus or AC ones?
The Sound/AudioSource components on it should behave like any other Sound prefab. If you want to change the relative volume of the sound, you do so with the Sound: Change volume Action. However, it does have some additional restrictions in that it…
Parameters are normally set within the ActionList: Run Action (i.e. at the time the ActionList itself is run), however you can also use the Parameter: Set Action to set them beforehand.
You can therefore use this Action to set which camera to switc…
The 2.5D tutorial relies on photographs rather then pre-rendered backgrounds, and so a bit of eyeballing is unfortunately necessary for it. Getting a perfect alignment is a general problem when it comes to 2.5D games and not one specific to AC.
In…
@Ommariuolo: The ResetMouseClick() function is now called 4 times within that script - which one are you commenting out? Try commenting out the others - the code's changed a little but the principle should be the same.
I cannot recreate any of the issues you are reporting.
You do not need the Remember Transform component on your NPCs - the Remember NPC script will save their location, and as they should be present in the scene (though hidden until needed), they d…
I brought up the update time because I'm not aware of what the asynchronous pathfinding process provides. I'm still not any the wiser.
Does Geminior have an email that I can write to directly?