Glad to hear it. One thing to note about the Player prefab field - you'll have to manually drag the prefab file into the field, it won't show up in a drop-down list when you click the circle to the right of it.
The recommended way is to use the Engine: Manage systems Action to change your game's Movement method to None after switching the camera, and then back to First Person after the close-up should end. But then again, if it works already..
AC's menu system should work just fine with UFPS - the default UI will allow you to pause the game, save/load etc, and you can add more Menus as needed using the Menu Manager.
So far as saving goes, AC will save your player's position and AC invent…
This could be a Unity issue. I've found that relying on Automatic lightmapping causes incorrect lighting when transitioning between scenes in the Editor. If yours is the same issue, you can get around it by unchecking "Automatic" at the …
@radiantboy: Some changes were made to both the GameEngine and PersistentEngine prefabs in between those updates, so make sure you re-import those as well as the scripts. You should have a new MultiSceneChecker script on the GameEngine.
If AC can …
Do the same characters that work also don't work, or is there a clear distinction?
Are you using Speech menu placement childs? If so, check if they're being positioned incorrectly after a scene change. If not, the speech position should be set by…
Are you able to navigate with cursor keys on your included conversation
UI prefabs? I see the exact same behavior as above (after adding the
EventSystem of course).
Yes, I am. The EventSystem is created automatically by AC unless you specifiy an…
If your game's Input method is set to Keyboard Or Controller, then you'll be able to navigate with the Horizontal and Vertical axes. Otherwise, if you switch your Inventory menus' source to Unity UI then you can make use of Unity's EventSystem to n…
So long as you checked that box, each menu should be displaying it's own speech text. If it's not working for you, post screenshots of what Actions are involved.
Temporarily switch back to the Demo2D_MenuManager asset, and check the same box in th…
Back up your project first, just in case. Make the NPC a prefab. Then make a new NPC out of the new model, but transfer all the components from the old to the new.
In the case of the Rembember Script, you'll have to make sure the ID numbers are t…
AC doesn't override anything when it comes to navigating Unity UI elements, so if it's not working then it's likely down to the way your UI is set up, or your Event System.
If a Menu's Appear type is set to When Speech Plays, then you'll have a new option named Duplicate for multiple lines?. Enabling this means that each speech line will have it's own copy of that Menu appear - so you'll have multiple menus at once if…
@satoumatt: The alignment option is there because it's a standard property of all elements. Bear in mind this is only the behaviour if you Auto-update height to fit? is enabled in the label's properties box. If you uncheck it, the height will be f…
If you're having trouble reproducing it, try copying the problem scene and remove everything unnecessary - other GFX, cutscenes, etc - until only the problem is present.
ActionQTE.cs, line 157. If you duplicate the Action and make it a new one (rename the file, class and title variable) then you'll be able to use it without it being overwritten in updates.