AC is compatible with PlayMaker, and You can still use NGUI, but it won't work with AC actions, game states, inventory, etc. To build a UI that AC can "talk" to, you have to use either Unity UI, or AC's built-in menu creation tool.
Have you read section 12.7 of the Manual? Setting the value of a Global Variable (float) is very easy:
AC.GlobalVariables.SetFloatValue (the_variable_id, the_new_value);
Have a look at the scripting guide, specifically the Char class. There is a SetRotation function that you can call in your custom controller script to rotate the player to a fixed angle. If you need help with scripting in general, then I would rec…
1) @SkyTree's solution is correct if your interaction method is not Context Sensitive. If it is, left-clicking should be a simple matter of creating a Use interaction. What's your set-up?
2) You can use the keyboard to control the cursor if you s…
You can use custom actions to find exact positions, but you can otherwise use Triggers. Triggers can be used to detect the presence of a specific object - you can have a bool that is True when the object enters the Trigger, and False when it leaves.
AC is not compatible with NGUI, but it is with Unity UI.
A series of tutorials on menus can be found here. More specifically, a tutorial on linking a Unity UI canvas to AC can be watched here.
You could try rotating the sorting map diagonally. Currently you can only do this while the game is running (it'll reset the rotation when the game starts), but I can amend this in the next update.
It ought to be determined by their z-position. If the camera is orthographic, it won't affect their position on screen, but should affect their interactivity order.
That may be an issue with the image effect scripts, in that case - AC shouldn't make any difference here, it merely sets the correct camera to be active.
The screenshot and description I just posted does exactly that. See Unity's manual on the Input manager for more on mapping your CursorHorizontal / CursorVertical inputs to the mouse movement.
You can rename the object once you've instantiated it, but I suspect that's not what you're after. You cannot use an object created mid-game in Actions (you can, however, instantiate prefabs using Object: Add or remove and use Constant ID scripts t…
It depends on your chose Movement method - if it's Point And Click, this is the default behaviour.
However, if you've set it to Direct or First Person, you will also have to play with the Hotspots in vicinity option in the Settings Manager. Try ch…