Update (now that I'm more awake):
It's not a bug - it's exactly the intended behaviour. The fade effects still apply on your UFPS camera, so you have to fade back in (instantly or otherwise) if you want to see the scene again.
This allows you to …
That's the cause. This'll be fixed in the next release. In the meantime, you'll have to create four output sockets, connected to four zero-time Pause Actions, and run your Assets in their "After running" fields.
1) Might be possible, but I expect a caveat would have to be that the Action is gatherd in the Speech Manager before this will work.
2) Good suggestion.
3) Good suggestion, but I don't know if more label types would be good for clutter. I'll cons…
I don't understand the difference between dropping an item onto itself and clicking it - the item is picked up the moment you click-down, so clicking up again straight after would achieve this.
If an item can't be dragged, then you can just place t…
First off, I'd recommend you look into parameters, if you haven't already - since they can be used when you want to "recycle" a chain for Actions for different objects.
Your specific requirement of removing the last-used object is heavily…
Try using boolean Global Variables to keep track of what you're holding. Selecting the torch in your inventory would check the value of e.g. "Holding torch?", and if False equips it (and sets it to True), otherwise unequips is (and sets i…
The Mecanim parameter names you define in the Player / NPC components are used to tell AC what it is "allowed" to change when your game plays. For example, filling in the movement speed float parameter field tells AC that it can send the …
It depends on your chosen Speech Manager settings - I don't know what they are, of if you've set speech to display forever until the user clicks.
I couldn't see that bug in my own testing.
I don't know if there's a confusion here. Unless you're using the very-very-outaded AutoLipSync component (used by Tin Pot), or Salsa With RandomEyes, the lip-sync options in the Speech Manager rely on text files - not audio.
The audio files are u…
You can use the Character: Change rendering Action to lock a sprite's sorting order/layer, regardless of their position on the SortingMap. Place Triggers (or use exising ActionLists) to manually set the player's sprite order as they enter each regi…
That's exactly what the Input: Check Action is for. Touch options will be included in the next update, including the ability to check for single and double-clicks.
Know that you can also use Active Inputs to detect specific inputs at any time - se…
Are you aware that all ActionLists, including Interactions, can be set to run in the background? They'll block gameplay by default, but changing their "When running" setting at the top can prevent this from happening.
Have you placed Rigidbody components on your characters, and colliders on your walls? AC doesn't override Unity's Physics system - so your characters are bound by the same movement restrictions as regular Unity objects.
You'll have to post a screenshot of the problem - your description's not enough to go on, I'm afraid. Please show how things look in your Scene window, and your character's Inspector (with the collider component expanded).