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ChrisIceBox

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ChrisIceBox
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  • I should re-iterate that it's a slow movement feature, not stop completely.  There has to be some movement, however slight, otherwise the character will become unresponsive. There appear to be two issues here - the first is the "bouncing"…
  • So that we can discount any changes you've made to the Conversation menu being the culprit, temporarily switch your Menu Manager to Demo_MenuManager, and try again. Note that Actions 2 and 3 in your Dialog Option list both have After running settin…
  • And what is in the Lvl1_Close_Paper_Menu ActionList?
  • Don't delete anything that causes it to work again.  You should find that the inactive NavMeshes are placed on the Ignore Raycast layer, and that the active NavMesh is on the NavMesh layer (which you should create manually if it doesn't exist). If …
  • Let me know how 5.3.4 goes.  So it's only when you're in Place after Prison/Mountain that saving stops working?  What do you mean by a "valid" scene?
  • Resetting the scene using Engine: End game should cause On Start to run, but not On Load.  I cannot recreate the problem - creating a sample On Start Cutscene in a new scene, and running the Reset Scene method in a separate Cutscene causes the scene…
  • It appears that you've been modifying the original Hotpot / Trigger etc prefabs - as indicated by the fact that they appear in the asset list when you import the new version.  If you modify the root prefabs (by clicking Apply in your Inspector), the…
  • Create a duplicate scene and remove all other Hotspots and NavMeshes, so that the problem is obvious and occurs as soon as the scene is run.  Then create a .unitypackage file (not a zip) containing this new scene, and your game's full set of Manager…
  • You must make sure the Animation is marked as Legacy in its Inspector. I will add an error message for this in v1.52a.
  • Do not add the MainCamera script manually to your own camera.  Instead, allow AC to use it's own MainCamera prefab.  As explained in Section 4.1 of the Manual, AC's MainCamera attaches itself onto whichever other Camera you make active. Remove the …
  • We can know for sure if you assign your own set of Managers, set the Camera perspective to 2D, and run the 2D Demo.  Place the 2D Demo player, Brain2D, in the scene before running so that it doesn't instead load in your own player.  If you can't rig…
  • This'll be fixed in v1.52a, but you can also remedy it by converting the loading screen to an AC one.
  • Issue recreated.  I will an attempt a fix, but you can get around this in the meantime by checking Duplicate for multiple lines? in the Subtitles Menu's properties.
  • I'm asking if the Hotspot is un-clickable when you build the game, as opposed to just when testing in the Unity Editor.  That was a key point in Valdur's issue.
  • Also, test a downgrade to Unity 5.3.4 if you can - we need to know if this is down to Unity.
  • Again, I really need you to be absolutely clear on the details here: so the "movie" scene, scene C, is the cause of the issue?  Is this in builds or the Editor?  Everything works fine before this scene occurs, i.e. saving/loading A/B works…
  • That same step does not cause that issue when running the 2D Settings in the 3D Demo scene.  Can you provide steps to recreate this issue with the demo games?
  • Apologies for the confusion, I was referring to the black window - a property of the inventory item, not the "Properties" feature itself. What is your Menu's Appear type set to?  If AC has a problem turning it on, you should be getting a …
  • The standard AC cursor is not a physical GameObject that scripts can be attached to.  You can, however, disable the cursor's visibility in the Cursor Manager and write a script that places a GameObject in the scene according to where AC wants it to …
  • I'm not privvy to the inner-workings of DS, but AC assumes full control over linked UI prefabs and I expect DS is the same. I would strongly recommend you duplicate the prefab, so that AC and DS both use separate UIs that have the same appearance. …
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