Thank you @Valdur, that was my thinking as well - the issue sounds similar.
@Philvzg: Which version of Unity are you working with, and does this issue occur in builds?
I don't know from which previous version you're updating from, but one important thing to be aware of is the "Upgrade notes" section of each version since in the changelog. This section covers anything you need to be aware of when upgradi…
Of course - but I will need more information to go on. You've described the issue, but not the circumstances. What error messages appear in the Console when a problem occurs? What version of Unity are3 you using?
The more detail you can provide,…
Without seeing your Animator window it's only a guess, but it could be that your state transitions are not set to happen instantly. Make sure Has Exit Time is disabled for your transitions.
AC only saves Options data (e.g. music volume) to the PlayerPrefs. Actual save game files are stored in Application.persistentDataPath. If you want to perform custom operations before loading or after saving, look into custom events - there are ev…
Please try not to get too frustrated with it - now you've reported the issue, we can look into it.
It isn't yet clear, however, if this is a Unity issue or an AC one. What version of Unity are you using?
Cutscene from where - the previous scene? Post a shot of the ActionList where you change scene, as well as your "Scene loading" settings in the Settings Manager.
Thanks. So to be clear on the problem: "Oh god [sobs]" briefly appears in the Narration menu, and "The woman was clearly upset" appears in the Subtitle menu, correct?
It works for me when entering input names into the 2D Demo's Interaction menu. So that we're both working from the same base, load the 2D Demo's Managers from the top toolbar and try modifying the Menu Manager there - then run the Park demo scene t…
By conversation, do you mean AC's built-in Conversation system, or your own choice system created using the Menu system and Buttons? If it's the former, provide screenshots showing how your Conversation's Dialogue options are triggered - i.e. are t…
It's important to check, because the issue will be down to the difference between the two - of which it's not yet clear. First of all, try out the 2D Demo online to confirm how things should play.
You can import the 2D Demo into your project witho…
Please post different problems in different threads, as it makes it difficult to respond to otherwise.
The Default Camera field won't appear unless you have a Default PlayerStart defined first. If you've already defined one, try restarting Unity.
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It sounds like your game's scale is vastly different from what AC works best with. While there are settings to cope with scale (see the Destination accuracy slider in the Settings Manager, and Section 3.11 of the Manual), I would recommend you re-s…
I don't recall an issue from two years ago, no. Please post a new thread providing full details and screenshots - it would be pure guesswork to advise otherwise.
What are your interaction settings? You likely just need to define a "Use interaction" ActionList in the Inventory's properties window, which will run whenever the item is clicked/tapped, as opposed to being selected by default. You can …
No. You can, however, create an ActionList asset that contains all your Dialogue: Play speech Actions, and call that through script whenever you need to play some speech (using this function).
This asset can then be included in the Speech Manager …