If it's Orange in your Mecanim window, that means it's the default - and Unity will play it as soon as the scene begins. This is Unity's standard behaviour, not ACs.
To get around it, create an empty state beside it and make that the default inste…
Make sure that Overlay current screen during switch? is checked in your Engine: Change scene Action - otherwise it won't store the fade texture after the scene change. Failing that, you can just put an instant fade-out Action in the new scene with …
Do the same thing in the Basement scene with the 3D Demo scene - that's what I'm testing on. It could be a issue with your Unity/hardware. What are you running on?
And the new node is beneath the original in the Inspector?
We need to determine if this is because of the Path/node, or because of the Actions. Temporarily replace all the Actions in your node's Cutscene with a dialogue Action - which you've confi…
Well you can always re-arrange their order in the Variables Manager - that'll affect their display order in Actions.
But I actually didn't know about this feature - well done for finding it!
Not currently - atm, you'd have to call the Char script's SetHeadTurnTarget function every frame. However, it may be possible for me to adjust the Action that calls it without affecting existing uses of the Action.
What is your "Cursor rendering" option set to? If you're relying on Hardware cursors, the option won't make a difference (and is actually hidden in the latest release), as the size - by definition - depends on the source graphic.
As Conversations are considered gameplay, then Menus that have an Appear type of During Gameplay will also show when a Conversation is running.
But: you can just use the Menu: Change state Action to lock the Menu. This will prevent it from showing…
OK. It's never checked by default, but I shall see that new managers created from now on are. I assume that, having checked it, it's working for you now?
Where are you seeing "Update Runtime "? I'm afraid I'm having trouble understanding what you mean exactly. I apologise for your frustration, but I'm here to help. Please post screenshots to illustrate the problem, and I'll do what I can…
Because of the current library restrictions for Unity on Windows Phone / Windows Store, building to those platforms is currently not possible (see the FAQ).
However, Unity's roadmap indicates that Unity 5.3 may make it finally possible, so while I …
Yes, there is: the latest release allows you to override AC's input detection with your own functions / plugins. You'll need to write a "bridge" script that acts as a go-between for the two assets, but it's pretty straightforward.
A tuto…
I think I know the issue you're describing - basically the ID number is retained, but the field is emptied. This isn't normally an issue - because it'll still find the right object (using it's ID) at runtime. However, I'm looking to fix it for v1.…