OK. Please post a screenshot of how it looks when this happens - both the NavMesh2D (scene + Inspector), and the hole object. Does this problem only occur once you go back to the editor? i.e., it works so long as you don't do that?
Welcome to the forum, @panttro - and sorry you're having trouble.
The latest version of AC is 1.48, and while no changes were made to 2D NavMeshes since, I'd recommend you update anyway as each update has plenty of bugfixes.
It will be very helpfu…
Free-aiming in AC's First Person mode is mapped to the CursorHorizontal / CursorVertical inputs, as listed in the Settings Manager. You'll need to manually define these before it'll work, and also be sure that your cursor isn't locked when the game…
The long/short/long effect you're getting is actually as intended: playing a new line of speech won't "kill" any existing, so that if you have Duplicate for multiple lines? checked in your Subtitles menu, you can actually have multiple lin…
You would have to post the whole message for me to be able to give a proper answer, along with the relevant code that it's referencing (the console will tell you which lines in which scripts are causing the problem).
Generally though it means you'r…
What do your lipsync / phoneme settings in your Speech Manager look like? If you've changed which external app you use to generate the phonemes, you'll have to modify the phonemes editor to match the output of the new files. Those "AI", …
Critical error found for those building to iOS, in which inventory data isn't restored from save game files properly. Version 1.48b has been submitted, expect it out shortly. For those not building to iOS, you can ignore this one.
This isn't a bug - you're confusing "Sound object" with an AudioSource component. The Action needs a Sound component to be attached to the AudioSource gameobject. Normally this is handled automatically because the field only accepts Soun…
The first thing to do is to narrow the source of the problem, which is especially important because your set-up is quite unique.
1) If you switch to regular "AC First person" movement (you can use Tin Pot as a pre-made Player prefab), doe…
Please post bugs in the Technical Q&A forum in future.
Can't recreate this error from just this - can you provide steps to reproduce / more detail? e.g. Are you calling this from an ActionList asset?
OK - insert this into the end of the EndMovement function in Moveable.cs (line 81):
if (transformType == TransformType.CopyMarker)
{
transform.rotation = endRotation;
}
Problem recreated and fixed. Unfortunately, the fix requires quite a few minor changes to multiple scripts, so I'm afraid I can't give you steps to solve it in the meantime, however do expect this to be included in the next release.
By their nature, hardware cursors shouldn't be resizable - they should only ever be the same size as the source graphic. I can only guess that there's an issue with your import settings, as resizing the image would indeed be the solution.
Be aware…
Please post topics like this in Technical Q&A in the future.
Have you defined a default Sound prefab in your scene? You can use the top of the Scene Manager to auto-create one, but one needs to exist for UI sounds to play.