That's more tricky. If your NPC always stands in the same place, you can just add a hole in your NavMesh. Otherwise, you can look into attaching a NavMesh Obstacle to your NPC, though you'll also have to make sure you're using Unity Navigation as …
In 2D or 3D? If 2D, find your NavMesh's Navigation Mesh Inspector, and check Attempt to move around characters when pathfinding?, and make sure your NPCs have Circle Colliders on their base object.
The Paths, Rigidybody and CircleCollider2D components must be moved from the sprite child to the root object.
As you have "Multiple directions?" checked, AC will search for animation names with the direction letter added on: e.g. Automaton…
I agree - other users have reported similar problems.
I want to fast-track this issue and get a fix out ASAP, but a video isn't going to be enough. As I can't recreate this behaviour myself, I would ask that you send me a .unitypackage that demonst…
1) Not currently, but this is a good suggestion.
2) The icon flashing code is also within the Highlight script, so you do need to assign an Object to Highlight. However, the Highlight can be placed on the Hotspot itself - it doesn't need to be on a…
The "lock direction" effect is enabled with the public boolean cameraLockSnap in PlayerInput. You could write a custom Action that sets this bool to True just before switching Camera. The Action would only need to run the following line:…
Create a separate Player prefab that uses the new mesh. In your Settings Manager, set Player switching to Allow, and drop in both of your Player prefabs. You can then use the Player: Switch Action to change your Player prefab in-game.
I haven't the slightest clue, I'm afraid. Is this more of a Unity question? I'm assuming that this doesn't have any bearing in the size of your builds, only the Unity folder itself.
You must also amend your "Speaker label" to accept colour changes - make sure that "Use Character text colour?" is checked in the element's properties, within the Menu Manager.
Questions should be in separate threads, if they are unrelated.
This error is related to your "Move speed float" parameter on your Character. Or rather, the lack of one. It's looking for a parameter that doesn't exist in your Character's…
Yes, the latest version of AC includes Variable Presets. In the Variables Manager, you can define a preset, and then assign the value of each Variable for that Preset. You can then bulk-assign all variables to this Preset within the Variables Mana…
It's not immediately clear whether integration would be best coming from AC or IP - nor if it would be better to instead make it easier for a bridge script to link AC with any such inventory asset.
Thank you for bringing it to my attention - I can'…