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ChrisIceBox

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ChrisIceBox
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  • With the Character: Face object Action, and Affect Player? checked, you should get an additional option named FPS head tilt?.  Is that not appearing for you?  If not, be sure that you are using the latest version.
  • Please refer to the forum rules before posting bug reports.  What do you mean by "unity enter dead lock"?  Posting as much detail and/or screenshots as possible to help explain the problem will help it get resolved more quickly.
  • Keyboard control is hard-code disabled when the game is unpaused, as it will cause a conflict with standard movement and interactions. I will consider some way to override this, but if you want to look into a hack, see InputControlMenu inside Playe…
  • A fair suggestion, I'll consider it. But I'm still not clear on how the player already has a speech Action of ID=763.  If Speech Action Z was 763 the whole time, at what point did the "somewhere else" Player Action get one of the same num…
  • By "it", I meant the PlayMaker FSM.  Please keep the thread on topic: disabling gameobjects. A Cutscene just runs Actions - regardless of it's name.  If you set its When running setting to Run In Background, then it'll do just that - and …
  • We'll need to know more about this issue:* Which versions of Unity and AC? * Is your Player prefab properly tagged as Player? * Is your Player prefab present in either of the scene files, or does AC spawn it in at runtime? * How are you transitioni…
  • The asset you've shown is the Demo_SettingsManager, not your own.  This asset file, together with all the Demo's Managers, get updated when you import a new version of AC. For this reason, you have to make sure you create your own set of Managers f…
  • What is it you're looking for, specifically - class structure?  Have you been through the scripting guide?
    in Diagram Comment by ChrisIceBox June 2016
  • For that, you need to switch your Menu system to Unity UI.  When AC Menus are used, controllers can only be used when the game is paused.
  • I can only recreate this problem when the expression tag is at the very start of the speech text.  I will look to fix this for 1.52a - in the meantime, try inserting a space before the tag.
  • Why would there be another matching ID elsewhere?  Please give the steps to cause this to happen. If you change your speech speaker + text after an ID has been generated for it, you should first reset the Action completely by changing the Action ty…
  • I've recreated the bouncy effect and will look to provide a fix in v1.52a. As for the blend tree, you're blending between 4 states that are all the same - it should be a simple blend between Idle and Walk (then 3 others for all directions in separa…
  • It's not the location of the Sound, but the way you play and stop it.  Rather than having PlayMaker control the AudioSource, have it instead call Cutscenes that start and stop the sound using Sound: Play.
  • I take it you've tried unchecking Pause game when enabled? in the Inventory Menu.  Note that you can disable Movement and Interactions at this time by using the Engine: Manager systems Action.  Please post in a new thread if you need more advice.
  • In v1.45 you have an Attempt to move around characters when pathfinding? option, but it is not as optimal as it is now.  In v1.52a, I shall be adding further options to control the shape of the evasion collider.
  • Check that you have Run Conversation in first-person? unchecked in your Settings Manager.
  • You have a couple of options:* Assuming the NPC also has a Hotspot component on it to make it interactive, set the same Limit to camera field, and also add a Limit Visibility component to their sprite.  This will only hide the NPC's sprite, not disa…
  • Please provide screenshots or full details when answering.  Have you set the name of the Menu to match the name of your Menu?  That's what I'm trying to confirm here.  It might be obvious, but I need to discount it. Try adding an Engine: End game A…
  • There is indeed - you set the y speed as a fraction of the x speed, rather than defining something absolute.  Look for the Vertical movement factor slider in the Settings Manager to set this globally, or the equivalent in the Scene Manager to set th…
  • I'll need to see a similar video or screenshots to properly understand the scaling issue, but you could try not importing any of the Prefab folders (except those that are marked as "New" in the import window).
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