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ChrisIceBox

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ChrisIceBox
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  • 1) By the nature of hardware cursor rendering, the size now depends on the source graphic.  You'll have to edit the source file. 2) This may be an issue with Unity.  What platform are you working on, and does this occur in builds or just the editor?
  • A nice suggestion, but difficult to implement.  I will consider it.
  • The Appear Type of On Hotspot will mean it appears when any Hotspot appears - so it's generally used whenever you want to show the Hotspot's name. Instead, try setting it to Manual - that way you'll have full control over it with the "Menu: Ch…
  • Could you do a mockup screenshot of what you mean, exactly?  I don't know what the difference is between this and the "ActionList: Comment" action that already exists.
  • Your Hotspot's Collider will influence physics objects, because "Is Trigger?" is unchecked.  Check it and see what effect it has.
  • Your original prefab was fine - I was only referring to BoxColliders that make an NPC interactive.  The CircleCollider and Rigidbody should be on the root. You will have to elaborate on the problem, in that case.  From your description of it, you m…
  • Look out for v1.49 - it'll include a new Character Wizard.  Simply select the sprite / model you want, fill in the options, and it'll set up the hierarchy/components automatically.
  • So the NPC moves even when "Keep out of Player's way?" is unchecked? Can't recreate issue 1).  Please post a shot of your Hotspot Inspector, plus the scene view that shows it's walk-to Marker.
  • Works for me.  It could be that you're in a cutscene that won't end because the Player can't reach their destination. But you shouldn't set it to zero, as it will stop your Player from being able to change direction and - depending on your settings…
  • 1) I will attempt to recreate this issue. 2) You can override the pathfinding algorithm completely by writing a custom navigation script.  See section 12.4 of the Manual. 3) Try unchecking "Keep out of Player's way?" in the NPC's Inspect…
  • The Sound: Play Action gives you the option to fade out over a specified time.
  • Of course - you just need to attach 3D components instead of 2D.  See this tutorial for more.
  • Did you amend the existing Demo UI prefabs, or create your own?  You can prevent the overwriting of any prefab by unchecking it in the Import window when upgrading. To fix the Pause menu problems, you would have to look at the elements in the Menu …
  • I believe support would have to come from the asset itself, rather than AC - since it would have to pull speech text from the Speech Manager.
  • A Collision Cube is just a convience prefab, in that it's just a ready-make box collider that you can add more quickly using the Scene Manager.  However, if you're making a 2D game that be sure that the actual prefab listed is "Collision Cube 2…
  • What's causing this Reset box - is it a third-party script? Check that there's no gameplay-blocking ActionLists running that would prevent the inventory from working.  You can do this by checking "Show active ActionLists in Game window?" …
  • Close.  You've declared "newSkybox" as a GameObject, whereas it should be a Material.  You'll have to update this definition in ShowGUI(), too. Finally, in Run() you're not checking for the Skybox component in obToAffect.  But you could i…
  • Perhaps.  The issue there is that it would very easily lead to broken games, since the Interaction you assign would be set to Pause Gameplay by default - and I think most people would overlook that. This behaviour could already be implemented simpl…
  • Yes - you're then relying on the cursor size you define in the Cursor Manager, as opposed to the icon size you define in the Menu Manager.
  • If you're making a platform game, you're better off using your own movement script and integrating it into AC.  A tutorial on custom motion controllers can be found here.  However, try removing the "Vertical" input axis, as this is what's …
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