Not being an official tool, I can't guarantee that isn't the cause. Then again, I also don't want to accuse it unfairly.
The only possibly-related change to speech IDs in v1.51 that I can think of is a fix regarding the ID-sharing features for dup…
What is your input method set to? If it's set to Keyboard Or Controller, then the system cursor won't match up with the game cursor in the way you described - as it'll be controlled by input displacements in the manner of e.g. thumbsticks. Set it …
Which inputs cause the flashing? You mean navigation is working via the up/down keys?
Edit: I second @klarax's advice re: checking the links. v1.51 introduced the ability to opt between mouse clicks vs "pointer down" events triggering a…
The issue will be to fix the setting, rather than force a workaround. When you say jumbled, what do you mean exactly? Are the ID numbers associated with the wrong lines?
If you disable the "original language" option, you may still have …
The only time the player should switch without using the Player: Switch Action is if you have a Player prefab present saved inside the scene file. Do you have any such local players in the new scene? It's recommended to rely entirely on prefabs ou…
1) Folders are entirely optional. There's additionally an option in the Scene Manager to avoid the creation of the folder objects in the first place.
2) For performance, AC keeps an internal record of all scene objects that need updating/referenci…
As per the new forum rules, please post screenshots and/or give more detail. What animation engine are you using? 2D or 3D? How is this animation normally played?
Adding a RememberSound to a Sound object that has both Loop and Play on awake checked doesn't recreate the issue - there must be more to it. Are you running a Sound action that's causing it to stop playing? Also check that the filename of the Audi…
Is the hotspot detector a child of the sprite also? Apologise for not suggesting that earlier - if it isn't then it will be rotating in 3D space as the character turns (around Y-axis), and Unity doesn't like rotated 2D colliders.
Making it a child…
Deleting the InGame menu should not have such an effect - it simply provides another way to access Pause (the other being hitting the "Menu" input key).
I'm assuming your using Unity UI-based Menus here. UI menus rely on an EventManager …
I apologise that it's causing you frustration. I am doing what I can to help you.
According to your EveryoneInRoom screenshot, the last Action that runs NextTasksList is disconnected from the rest - is this correct?
If the Actions are not highlig…
There are a couple of ways:* You can indeed use parameters for this, though you'd still have to create a Local Variable for each Hotspot. Your ActionList would then have a Local Variable parameter, which is set by the ActionList: Run Action when ca…