Use path nodes. Rather than place the speech Actions within your OnStart Cutscene, you can run individual Cutscenes whenever a node is reached. See the Path's Inspector for more.
So long as you back up beforehand, you can't really go wrong. I'd say you can uncheck of the settings assets - the main thing is the AdventureCreator folder itself. AC will inform you of any missing inputs it needs.
If your player only has one frame, uncheck Multiple directions? in his Inspector. Also consider upgrading to v1.49 - it'll give you a more detailed error message if it can't play an animation.
Welcome to the community, @Datadog!
Behaviour like this seems to be more noticeable with Unity 5.2 onwards. I don't know if they just upped performance, but I've noticed this a couple of times in my own project.
I'd need to see a video demonstrat…
Re-ordering the Menus in the Menu Manager should indeed change their display order - provided that you're using Adventure Creator as their source. If you are using Unity UI, you'll have to tweak the sorting order values instead.
You should be able…
Indeed, that does complicate things quite a bit. I would say that's then a reason to do it by custom scripting instead. Ask on the Unity forums for help on general scripting.
Once you have a script that sets the values of it's own set of variable…
If you're using Context Senstive mode for your interactions, you don't need anything that complex - an Interaction menu will do this for you.
Take the default Interaction Menu, and change it's Appear type to On Hotspot. It will then show the avail…
Does this occur only in the Editor rather than builds, too? Try unchecking "Continuous baking?" in your Lighting window, and bake the lights out manually.
There are two things that link it:* The Hotspot menu's Appear type is set to On Hotspot - so that is displays when the mouse hovers over a Hotspot
* The label element's Label type is set to Hotspot - so that the text is always the name of the activ…
An ActionList can be run by calling it's Interact() function.
Are you referring to the mouse hovering over a Hotspot? v1.49 introduced the ability to call events when a Hotspot is highlighted (even if the highlight effect itself is disabled).
This error's unrelated to using AC with your other asset.
Ignore the code references after the first line - the error's telling you that "InteractionA" needs to be defined in your Input manager. Choose "Edit -> Project settings -…
Is this a problem with AC not amending the Crouch parameter, or with your Mecanim FSM not making use of the Crouch parameter in the right way?
I don't know how your FSM is set up, but - depending on how you're using this "Crouch" paramete…
This being the second asset you've suggested in this thread, it's clear that the solution is to provide an easier way of integrating this kind of asset in general, rather than catering for any one specific asset. I will look into this in time.
Actually, that exact behaviour should kick in automatically - provided you aren't controlling with a Touch Screen.
The movement direction should remain the same after a camera cut, until either the input's magnitude drops below 0.1, or the input an…