I don't understand the question, but if you need to use two different Player prefabs, you have two options:* Set your Player switching in the Settings Manager to Allow, and then define multiple prefabs there (and use the Player: Switch Action mid-ga…
It depends on your movement method. If you're using Point And Click, your NavMesh will be sufficient. Otherwise, you will need to place down colliders (can either be CollisionCubes from the Scene Manager or your own colliders - even a single custo…
I thought you meant clickable mouse-button, not a UI one, sorry.
Menus are not interactive if the QTE itself blocks gameplay. Make sure the ActionList that contains the "Input: QTE" Action has a When running setting of Run In Background.
What you enter into the Menu's properties box has to be the name of the Input, not the positive/negative button. If you've named your input as "Inventory", then that's what goes in the toggle key box.
I'm a little confused by your description of it not being a character in the Player/NPC sense. And your GameObject is tagged as Player? The screenshots are cut-off.
If you have no need for multiple directions, simplify things by unchecking that b…
1) It's assumed that you'd deal with filenaming after gathering the speech, so the auto-naming of files is there for convenience. However, it probably wouldn't be difficult to make this optional - so you can simply drag in the AudioClip into the Sp…
Have you tried placing each speech line in it's own Cutscene, and then running them individually from your CD Cutscene? You can trigger a Cutscene by calling it's "Interact" function.
AC can use Unity UI for subtitles, so presumably you …
If you're using all unmodified Demo managers, then there could be a problem with your Unity project. Try export your game files into a .unitypackage, then re-importing them into your clean project.
And this Hotspot is created normally using the Scene Manager?
To debug your scene, click List active ActionLists in Game Window? at the bottom of the Settings Manager. That'll hopefully give you an insight into what's going on.
I see. Perhaps it can be changed - I'll consider it. However, know that you can always implement your own custom camera / 3rd-party asset into an AC scene. Just attach the "_Camera" component, and AC will be able to detect it.