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ChrisIceBox

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ChrisIceBox
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  • It could well be some other setting on your Canvas.  Have a look at the provided InGameUI prefab in /Assets/AdventureCreator/Demo/UI. That will block clicks (you can test this by assigning the Demo_MenuManager asset as your Menu Manager, viewing th…
  • Is the ActionList that calls the dialogue still running, or is the Menu itself just showing?  Check this by ticking List active ActionLists in Game window? at the bottom of the Settings Manager.
  • Update: Seems this actually isn't so reliable to reproduce - likely because the 1-frame for which the ActionList is running will have different effects on different machines. Be sure to check that Unfreeze pause menus? is set to Off in the ActionLi…
  • I believe 1 unit = 1m, yes - though it's generally only important if physics is involved, as you say.  If the scale is larger than the 2D Demo, you'll likely want a lower Destination accuarcy value, as it won't need to be so precise.  Maybe 0.5/6?  …
  • Thank you - using a separate Menu to pause the game is indeed the cause of it, as I can't recreate it without that.  I shall look into it.
  • All dialogue should be forced off when you change scene.  How is your dialogue being displayed?  Are you using Unity UI for your Subtutle menu's Source, or Adventure Creator?
  • Unsure, that'd be down to Unity.  But the error message is displaying because a Character: Animate Action is being run without a Character being assigned.  It could be that an NPC was deleted from the scene, but that particular Action is in your sce…
  • The problem is that the way AC is currently working it appears to override the selected item regardless - so even if I tell AC to use my own EventSystem prefab that has the first-selected item filled in it gets overwritten even when no value exists…
  • Please provide more detail.  In what way does it not show up properly?  Does it only show up partially?  Is it stretched?  The 3D Demo is built in WebGL and the Inventory works in that just fine.
  • Once you've faded out, cut the camera to one facing a black square and fade back in.  You'll then be able to display speech and other menus as normal.
  • If your characters have each body part on a different sprite, you would either have to ensure each character has the same ordering, or place each character on a different sorting map.  I would recommend the former.
  • 1 dialogue line for each menu.  If two speech lines play at the same time, and you've got your Subtitles Menu set up to be duplicated for multiple lines, then that same single Menu will be duplicated for each speech. Additional speech menu options …
  • As a PPU?  It's hard to give an accurate value - just drag her into a new scene besides Brain, and adjust it until they're comparable.  She can be a bit smaller than Brain if your game in general uses small graphics, but I would say that the size of…
  • It will indeed - it's a critical bug!
  • Thanks for the report.  Annoyingly I haven't seen this occur myself - I suspect Unity varies it's Script Execution Order from machine to machine (unless you enforce it).  I may ask you to run a test once I've looked into it.
  • Not so sure that this would be a safe change to make, actually.  Can you provide steps to reproduce this, for example the ActionList that causes this?
  • Welcome to the community, @Rickious! In terms of Unity units, how does the size of your scene compare with that of the 2D Demo scene?  It looks to me (judging by the size of the camera in your video) that it may be too small for the pathfinding alg…
  • This is with a 2D blend-tree, which is a bit more complicated because it also takes a Turn parameter to get nice turning animations.  These are all just the ones that come with Unity's Standard Assets though: (Image)
  • The only thing I can infer from that is that the element's title doesn't match the firstSelectedElement string.  I'm assuming you've entered it in properly, so I can't see why there'd be a mismatch. The change itself isn't too dangerous - it'd only…
  • Does your mouse cursor move when you use the mouse?  AC has two cursor modes: locked and unlocked.  Only when it's locked will you be able to free-aim and rotate the camera.  Make sure that Lock cursor in screen's centre when game begins? is checked…
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