Not a bug. The ID-sharing feature is available only when speech files are auto-named: you should find that the Give matching speech lines the same ID? option disappears when you de-select Auto-name speech audio files?.
1) This is not clear to me. NavCam and MainCam are two different entities. What offset are we talking about, exactly? As this is a visual problem, screenshots will benefit.
2) If you assign your sprite child as the Char script's spriteChild, AC …
Coming to AC v1.51 are a bunch of event listeners, including one that gets called whenever an inventory item is interacted with. You might be able to do this by adding a listener of the form, e.g:
void OnInventoryInteract (InvItem theItem, int cur…
Please let us know the version of Unity you are using, if this occurs in the Editor, and try to provide some steps to recreate this from a fresh scene. The more detail you can provide, the more likely we can help.
To debug this, try checking List …
It's true that NavMeshes are not required for Direct control.
However, once you instruct AC to move the Player to a Marker, the Player ceases to be under Direct control - it's then relying on pathfinding, and so needs the NavMesh.
I will extend this function to allow the setting of any integer-based parameter, including inventory item (wherein the value is the ID number of the item).
If you wish to set the value of any parameter in an ActionListAsset, you can also manipulate…
I will gladly be corrected wrong, but I do not believe there is a bug here - the parallax feature works just fine for me, and I'm using a Mac as well. The background objects in the 2D Demo can be constrained just fine.
Bear in mind that the values…
Until you set a character to return to idle, they'll be considered to be in a custom animation state and won't be controlled by AC in the normal way. That is almost certainly the cause. Return the character to the idle state, and they'll be able t…
Not personally. I would recommend reading the custom motion controller integration tutorial if you haven't yet seen it - while it doesn't cover the same asset, the principles involved are what's important.
Any unlocked Menu set to appear "On Container" will turn on when a Container is interacted with. However, you can lock and unlock such Menus by using the Menu: Change state Action to control which one is enabled. From within the Menu's p…
I don't believe so. Not reliable in what way? Does it only play half the time, or is it getting delayed? Be sure to uncheck "Has exit time" for the transition.