Should be possible with just the one, if I understand you correctly. If you're using Unity UI, then it's display will be down to the way you set it up on the Unity side of things, rather than AC.
You could combine Character: Face object and Dialogue: Play speech Actions into an ActionList asset, and then use parameters to change the facing object and speech text each time you run it.
It's not a tweakable property more out of over-cluttering the Menu Manager.
If you switch to Unity UI, you'll have total control over how the menu looks.
It'll take a performance hit, so probably not if you're on mobile. You may also have to assign a non-zero "Pathfind update time" in the Settings Manager to get the best behaviour.
You'll need to instead enter layer names, not numbers, into your Sorting Map - after creating and applying enough layers into your scene: e.g. "FarBackground", "MidBackground", "Normal", "Foreground".
The rel…
Version 1.50d/e* Added: The “Player: Constrain” Action can now be used to manually set the cursor’s lock state
* Added: Ability to display a custom texture in an Interaction AC Menu element instead of the cursor icon graphic
* Added: “Speech” type t…
In which AC version?
Check the shape of the base NavMesh during runtime. Unity will have problems if any of the holes cross the boundary of the base NavMesh.
If both the Frontend and Intro scenes are AC scenes, are you usine Engine: Change scene to load the latter?
To test if it's Frontend, try the opposite: load the Intro scene from a new (but otherwise empty) AC scene.
I always liked the ATB system in the older Final Fantasy games - essentially turn based, but you'd be open to more attacks if you wait too long to do anything.
Your first post was about the character intefering with scene objects - are you now saying the problem is instead with child objects being enabled when they shouldn't be?
Screenshots and videos are helpful, but context is always needed - please exp…
Disabling the Menu system should indeed have no effect on whether or not the UIs are loaded - this way they'll be there when you re-enable it.
If you're getting error messages in the Console, you'll have to re-post them with the new line references…
Generally speaking, you want to create a Hotspot Interaction that includes the Object: Animate Action. The specifics of how to use that Action depend on how exactly your object is animated, e.g. through Mecanim, Legacy animation, etc. If you can p…
I'm not clear what's going on in your screenshot - are there two characters in the same place?
As you have Offset original order? checked in your FollowSortingMap component, you should find that e.g. "Head" always has an order of 2 greate…
Without upgrading, we won't know if this is an issue that has already been fixed.
Menus can still be turned off even if the Menu system itself is active - just use the Menu: Change state Action to lock them.
Actually, I forgot - you can! Provided that you are using Unity UI - as that method doesn't override the Button's graphic through script. I will see about an AC-menu solution, but in the meantime - a tutorial on linking Unity UI to AC can be found…