I apologise for your trouble. I certainly haven't heard of this issue myself before, though from your description it could well be a problem with Unity rather than with AC specifically.
Let's focus on getting a new project up and running first. W…
You can just animate the light's colour. Attach an Animator component to the light, set up animations and Mecanim parameters that change the colour, then use Object: Animate Action to trigger it.
Alternatively, a custom Action could do this - unde…
This is a 3D game?
You can remove your Player's Rigidbody and Capsule Collider components with a Character Controller - this will give you the options and controls needed to move well on slopes.
That was 5) in my reply.
You'll need to back up a moment. Are you saying that "Alt" toggles the cursor lock and you wish to remove that, or it doesn't and that's what you want.
Mapping the Alt key to an input named "ToggleCursor&qu…
I would recommend breaking the game down into as many scenes as you can, to keep each as simple to edit as possible. AC ensures variables, inventory etc are retained between scenes.
You can use the Engine: Change scene setting Action to change the active NavMesh.
What's your Pathfinding method set to, at the top of the Scene Manager?
A problem like that has to be shown in detail - please post screenshots that describe exactly what you've got set up. Bear in mind that the AnimationClip you want to play has to be assigned within the Action.
Please be more descriptive when posting problems. Stops responding to clicks? Stops showing at all?
Check that the element remaining is properly linked to a UI Button. Drag the UI prefab into the scene, then drag the UI button onto the element s…
2) Is the Player facing in the right general direction at the time? You may need to dupliate the Action and use it to turn the body as well.
3) You could set the Menu's "Appear type" to During Gameplay, but then it'd be disabled during d…
Why not just animate the Hotspot's position as well? Alternatively, you could add a Moveable script to it, and then use the Object: Transform Action to move it through Actions.
Add a RememberTransform script to it, and it's position will be stored…
To assign the spriteChild variable? Thanks for the suggestion, but you wouldn't need to do that unless you were using a custom animation solution, so I believe adding that officially would make things confusing for everyone else.