Hello Mike, thanks - and welcome to the community.
While I can't speak for the custom script you wrote, it sounds like parameters will be the way to go here. ActionList parameters are essentially like function parameters, in that they let you chan…
Not being able to chain any more Actions after preloading is a bug - thanks for the alert.
I'm not sure if the main issue here is actually down to Unity or AC. The way Unity handles scene changing has also changed much with 5.3 - which version are…
A very serious problem (though unrelated to the original thread). I will try to fix this ASAP.
It could be some combination of settings that you have is causing this. If you can, please package your Manager files up and PM them to me.
I thought they were a bit too self-explanatory to warrant their own tutorial - you can use the Inspector to create nodes (or waypoints) and then position them in the Scene window. What issue are you having, specifically?
Sorry to hear you're having trouble getting started, @picklegreen. While I agree with the others that having a good foundation knowledge of Unity is important when using AC or indeed any asset, don't forget that you can always ask questions on spec…
So creating a new scene, and clicking With folders (at the top of the Scene Manager) and Create (beside "Default Camera") is enough to cause this to occur? What version of Unity and platform?
Did you check Cutscene while moving? in the Hotspot's Inspector? If you did, then you won't be able to move until the Marker has been reached - in which case the Interaction will have fired.
What does your Interaction consist of? Try placing an E…
I would definitely recommend getting to grips with AC before incorporating any other assets. However, geometry-based assets that don't involve custom scripts (once the levels are built) should be much easier to work in tandem with AC.
Welcome to the forum, @DavidX.
AC can work with other scripts and assets - but within reason, of course. For example, if another asset controlled the cursor at the same time that AC doesn, then you'd have a conflict. But AC will always let you ad…
Create a texture that has all frames of your animation in a grid. You can then check "Animate?" next to the cursor in the Cursor Manager (which has the texture), and then set the number of frames it has.
There'll have to be some key difference with your own prefab then. Try changing Tin Pot's set up bit-by-bit to replicate your own - presumably it'll stop working eventually and we'll then know the cause.
It looks like a permissions issue. The errors don't reference AC directly. Was it working properly before you moved it?
You may get lucky by exporting your project's entire Assets folder as a .unitypackage file, creating a new project and re-impo…
That error could only happen if:
1) Your Sprite child does not have a Sprite Renderer component attached to it.
or:
2) Your Sprite child's Sprite Renderer has no Sprite assigned.
Are either of these the case?
Swapping out Hotspots is only necessary if you want to change e.g. the "Walk to" property. You can enable and disable individual interactions on a Hotspot by using the Hotspot: Change interaction Action.
I checked scene-based UIs recently and didn't find any problem - it may be just a workflow issue.
If the problem is due to pre-caching fonts, then it'll be an issue with Unity rather than AC. Perhaps you could preload them by having another UI wit…
You don't actually have to delete your local player - if there's on already present in the scene when the game starts, then the one listed in your Settings Manager will be ignored for that scene.
Alternatively, scene-based Actions can also referenc…
Very odd. Check that your GameEngine prefab has the new MultiSceneChecker script attached to it.
In-between amending your player and pressing play, is it still tagged as Player and listed in your Settings Manager as the default prefab?
No. Try seeing if you get the same effect with the defaut Conversation menu (not just the ConversationUI prefab, but the Menu entry listed in the Demo_MenuManager asset file).