My same request still applies: I need to see or know specifics here. When are you running the custscene that switches them? What's in the cutscene, exactly? I can only help you if you help me.
Oh Unity..
Yes, it is a bug with 5.3. Seems that when you edit the Player, it's created in the scene (but made invisible?!?) so that when the scene begins AC mistakenly thinks the Player is loaded. Should be fixable.
Please be specific, with screenshots showing a clear example of what you mean - or better yet, steps to recreate this issue. It's not clear what you mean from just this. I'll also need to know your Unity and AC versions.
There will be no fade if there's no delay between the NPC and Player dialogues. You can add one easily by adjsting the Wait time offset (s) in the Dialogue: Play speech Action.
Removing the fade between carriage return-separated lines is something…
OK. I'll have a look through it and see. Don't use an Action to resume the path manually, though.
Do any other Cutscenes used in this way work? e.g. if you have another node that simply runs e.g. a Dialogue: Play speech Action, does that also st…
If you want to do a mini-game, you can't really get away from coding! You'll have to write a script that changes the cursor's graphic according to the mouse position on-screen.
Which cursor do you want to change? The main cursor? Somethine like …
The speech placement child will only affect where the Menu itself appears - not the size of it. You can adjust the size of a Menu in it's properties box in the Menu Manager - the default speech menu is named "Subtitles".
If it's set to A…
Events not showing up in the Inspector sounds like a bug - could be to Unity 5.3-related. I'll have a look.
You're correct about the vanilla Highlight script requiring a certain shader property - specifically it looks for the "_Color" pr…
You could do it with a custom Action if you don't mind going into some code. It makes sense to do so, as it's quite a unique thing you want to be able to do.
I'm assuming the right-clicks are your "Examine" interactions? What you want t…
Could well be a 5.3 quirk - it's proven to be full of them. It's good of you to be OK with it, but that's actually a big problem. If you can answer some questions, it'll go a long way toward me being able to fix it:* Is there any noticeable differ…
I think having mixers as a per-scene option would be too limiting for those who want fine control.
Aside from using snapshots to change how they behave (placed in an OnStart cutscene), it'd be trivial to write a custom Action that changes the asset…
1. What do you mean by the latter occurs? As in fading when the Player speaks and no fading when the NPC speaks? Are you using Unity UI or AC for your Menu?
2. The only way you could do that would be to change the portrait graphic itself, by usin…
You'd have to create an "IsAngry" bool (or something like that) in your Mecanim FSM so that when he's angry, the bool is checked and angry idle/walk animations play instead of the regular ones. You can then control this bool's state by us…