Make sure you don't click "Apply" in the Inspector to send any changes back to the original prefab, which the one in the first scene will also be linked to. For safety, you can detach an object from its prefab from GameObject -> Break …
So I'm clear, what is the intention behind this request? I believe the neatest way around this would be to have an option to link a Dialogue Option to an Inventory item, so that an option can only appear if a given item is being carried by the play…
Setting the menu's Position type to Above Speaking Character is indeed the correct setting - you can see the 2D Demo does this for its own Subtitles menu.
With an Adventure Creator-driven menu, this will position it above the character in screen-sp…
So it's set to Play on awake, then?
My question about the AudioSource was about switching the Volume controlled by field in the Settings Manager temporarily back to Audio Sources. As I'm unable to recreate this issue, I need to know where the prob…
I don't recall inventory items being accessibly during LucasArts conversations - often you'd be able to click on a topic related to an item, but this would be part of the Conversation itself, and not a separate Inventory menu.
As a Conversation isn…
And if you temporarily switch back to rely on regular Audio Sources, does it then work? Are you manipulating the Sound in any other way, e.g. fading it in?
And the result of the 2nd test?
Try using the Demo game's Settings Manager when running your scene. If it doesn't work, it'll be a problem with your scene - most likely the NavMesh. Check that it's aligned to face upward, and that it's placed on …
The suggestions I made in the other post are a hack - as I mentioned there, AC is designed to treat the selection of dialogue options as a separate "mode" and so assumes you won't be working with the inventory at the same time.
I cannot s…
Are you making use of Audio Mixer Groups in your game, and are you trying to change the volume over time? If so, does it work if you change it instantly instead?
Not specifically, though this part of the new features video covers how different speech menus can be assigned to different characters, and may be useful.
The overhead of AC itself should be quite small - at it's core it's just a series of scripts, after all. There're also a lot of "base files" that are needed as a minumum for a Unity game, so doubling the number of e.g. characters or scene…
The pathfinding algorithm for 2D games is scaleable, so that you can alter the speed/quality ratio to suit your needs.
Reducing the Accuracy slider in the Navigation Mesh component will improve the speed, but you'll need to do a bit of playtesting …
You have a lot of white space in your graphic - you should see about packing the frames much more closely together. It looks lto me like you could fit the same sprites within an images less than a 1/4 that of this one.
I'm not following - when the character's size changes, so does the size of the collider (not the radius, but the transform). I don't know why you'd want the radius to change as well.
The FollowSortingMap affects the scale of the root object that c…