You're playing speech through a character, or by manually playing a voice clip on a regular Sound object?
The Speech Manager has sliders to reduce music / sfx when speech plays, but this is off by default. So long as you don't play two sounds on t…
Tint Maps are only available if you are using Unity 2D - i.e. your Camera perspective is 2D, and your Moving and turning is Unity 2D, in your Settings Manager.
1) You're better off having two separate Hotspots, each with a different Walk To Marker, and then using the Hotspot: Enable or disable Action to swap the active one during gameplay.
2) Adding polys to the existing NavMesh is better used for holes o…
If you're using AC for your Menus, then the best you can do is set the Subtitles label itself (rather than the Menu) to have an Automatic size, but the most reliable method is to use Unity UI instead. AC can be used to control Unity UI canvases ver…
I would still like to see the scene, but I believe the issue is related to the Attempt to move around characters when pathfinding? option in your Navigation Mesh inspector. See if disabling it improves things.
They need to be separate prefabs so that AC can swap them in and out whenever you want them to.
So now the only problem is that you want to change the active NavMesh, correct? Once you've created a separate NavMesh that covers the new area, you ca…
The NPC shouldn't try to evade the player if they're already moving on a Path. You might need to send me the scene so that I can see this for myself.
Does the sorting issue only occur when both characters are in the same vertical sorting region, o…
You don't have to place the Dialogue loop within the OnStart directly. You can use the ActionList: Run and ActionList: Run in parallel Actions to reference a separate ActionList that contains the loops. The latter allows you to run multiple Action…
The NPC needs to be standing still for the Player to be moving around them. NPCs shouldn't leave the NavMesh - you're using v1.49? There are some issues reported with 2D NavMesh's that I'm looking to fix ASAP.
As for the Sorting Map issue, I need…
The NPC won't get out of the way unless you check Keep out of Player's way? in their Inspector. The steps I gave above cause the Player to move around the NPC. You do not need a Box Collider on your Player, but you should have a Circle Collider at…
So long as the Trigger's When running field is set to Pause Gameplay, then you should be free to switch to AC cameras for it's duration.
Is your UFPS prefab present in the scene when the game is not running, and have you tried using any of the read…
You're welcome. A workaround for 1) would be to rely on separate Hotspots that don't have a collider (or even interactions for that matter - just a Highlight), that occupy the same position as the original Hotspots. Then remove the Highlights from…
Change the node Cutscene's When running property to Run In Background, so that it does not affect gameplay. Then in the speech Action, make sure that Wait until finish? is checked.
If you want anything more complex than separate Idle / Walk / Talk / Run animations for 2D, you want to change your character's animation engine to Sprites Unity Complex. This allows you to control your animations with Mecanim parameters, rather th…
You have to make a new prefab from the mesh. Drag the mesh into the scene, and you can use the new Character Wizard (in the top toolbar) to convert it into a new Player, which you can then make a prefab.