Are you using the custom script written in that thread?
Check the Actions that it generates - the Dialogue: Play speech Action's Speaker field is what determines which character is speaking.
If this field is blank, check that there is a character …
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What is the Animator affecting? The Cursor child, or the Sprite Renderer that was created automatically? If the latter, then it may be that the Cursor child is obscuring it - try disabling the Cursor object so that it's no longer visible.
It looks like you have Mouse clicks have default functionality? unchecked.
If this is the case, you'll need to have an InteractionA input defined that's mapped to "mouse 0" to achieve the same behaviour.
You may be mixing your render pipelines. Default Diffuse is for Unity's built-in render pipeline - if it's showing up pink/purple, are you using URP?
In URP, the equivalent shader is Univeral Render Pipeline -> 2D -> Sprite-Lit-Default. How…
The GameCamera's Target direction fac. field requires that the "Spin rotation" panel has its Affected by field set to Look At Target.
If your game moves in the X/Z plane, however, you can still rely on the GameCamera 2D camera type. It w…
Use Active Inputs - they let you run ActionLists when an input is detected.
Open up the Active Inputs from the AC section of the top toolbar, and create one linked to the "Menu" input (an input created by AC upon installation, that's mapp…
What are your AC/Unity versions? I cannot recreate such an issue on my end.
The only issue I do have out-of-the-box is the cursor being initially locked, meaning I need to invoke "ToggleCursor" after clicking a Hotspot to navigate the In…
What's the underlying issue being faced? To make the code cleaner by avoiding the need for an Update loop, or does the existing code not work?
The charState variable really ought to be private, that's on me for exposing it. It's really only inten…
Can you share your full Settings Manager? I suspect the Use icon that's showing is the one defined in the "Hotspot" panel, i.e. an automated icon that just shows the first-found Use icon on a given Hotspot. This is just a visual indicato…
Welcome to the community, @Dann.
Though the two are related, you're dealing with AC's separate Documents and Journal systems here.
A Journal element defined in a Menu is a collection of pages that you define there in the Menu Manager. It's dynami…
Welcome to the community, @DigitalTchotchkes.
It's a good point. Currently, the active graphic is drawn first, and the regular graphic second - so you're quite right, this'll cause the former to appear underneath the latter.
This occurs at the bo…
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To clarify: after selecting the UnityUICursor prefab instance in the scene, the IsOverHotspot value can change, causing transitions to/from the sipka and Packa states?
Double-check that the animations themselves are set up correctly, but tr…
Direct movement involves the use of inputs named Horizontal and Vertical. Making sure moving the camera doesn't also affect the camera should just be a case of keeping the input keys used by Horizontal separate to those used by CursorHorizontal.
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Check Face after moving? just beneath - that should cause the Player to face the Marker's direction once they reach it.
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If you have many Hotspots, you could use a custom script to switch all of a scene's Hotspots to use "Walk T…
Welcome to the community, @donamin.
What's your Hotspot interaction's Player action field set to?
If set to Walk To, then the Player will move only a short distance towards the Marker before running the Interaction (a behaviour inspired by The Wal…
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You can set the Button component's Target Graphic to the Image that displays the item's icon to have it tint that instead of itself. Alternatively, you can assign a separate "Active graphic" per-item to have it appear differently …
If Is drag-controlled? is unchecked, then the Spin input axis / Pitch input axis fields will show. Invoking these inputs will move the camera.
These should be set to "CursorHorizonal" and "CursorVertical" by default, which are …
Use a local Player for the scene, rather than relying on the prefab being spawned in.
Drop your prefab into the scene while in Edit mode, and they'll replace the DontDestroyOnLoad one while that scene is open in Play mode.