It was a while ago, but I don't recall getting the PM I asked for. If you can send me the scene file, I'll see what's wrong. Again, apologies for the early trouble.
Like I said, it worked OK for me. That it has varying results for yourself (sometimes half-working, sometimes not at all) suggests there's more to it.
If you can recreate this problem in a very lightweight test scene (e.g. just moving cubes around)…
Turns out this is actually quite simple to fix, so you should be able to make the correction manually rather than wait for the update.
Option up SpeechManager.cs, and find the function named "RestoreTranslations". Insert the following ju…
If the NPC had the Player script, then it should have never worked - regardless of whether or not it used to, it needs to have the NPC script.
Check your Build settings - the errors suggest that it can't find the scenes in your game, and it uses th…
@patoland: 8 directions are only necessary if you have Diagonal sprites? checked - if you only need 4 directions, you can uncheck that box.
@witheredCrow: Can't see what's wrong it. Package up your player prefab, plus the animations + graphics, an…
The MenuSystem script was introducted when AC was very young, and there are better ways of calling scripts now. The recommended way is to write a custom Action that calls the C# code in question, and have that Action run when the Button is clicked …
As you're returning 0f, the Action will only run Run() once whenever it is called in the ActionList.
It looks like the code you want to run wants to be called every frame (hence the Time.deltaTime). That kind of function is not appropriate for Act…
Bug reports are the most important kind of report, @2finger!
The script is not compatible with Unity 4, it seems. You'll have to get 5 if you want to make use of it - the version of AC is irrelevant.
Not with AC "out of the box", no. Going down the inventory-based power wheel road certainly would be.
But! It may not require that much custom coding, now that you've brought up the inventory as a solution. There's an option in the Set…
AC in Unity 5 allows for the use of Audio Mixers, that make it possible to add effects and such.
My recommendation would be to transfer to the new music system when it is released. The playback of music will be automatically incorporated into the …
Thanks, you're welcome. The Run function does require a return value of the time in seconds to re-run itself. If it only needs to run once, you can just return 0f.
Update: Yes, it is. Apologies that this slipped through the net. It won't be an easy fix, so I'm afraid you'll have to make do with automatic assigning until I can put an update out.