SetName () should work, but try passing -1 as the second parameter. Technically you're supposed to pass an ID generated by SpeechManager, so that the Hotspot's new name will be translated as well.
This is what the Hotspot: Rename Action does.
Hospot-based is for when you want to list Inventory items associated with a particular Hotspot (or Inventory item). It'll only show inventory items - not interaction icons like Use etc.
This is used in the 2D Demo, e.g. when you click on the Bench…
If you want to crossfade between two tracks, obviously they both need to be in the same scene at the same time - so you'll need the first one to survive the scene change. Don't have the second track set to play when the scene begins - you can now u…
The shot of Tin Pot isn't while the game is running, so there's not much to glean from that. Please post your Scene and Settings Managers - the first thing to check is that your Pathfinding method is set to Unity Navigation, and your Movement metho…
I wasn't referring to Character: Move to point. I was referring to Object: Transform, as you have been. Instead of choosing Translate, choose Copy Marker.
You can use the Engine: Manage systems Action to disable Interactions while the Menu is open - this can go in your ActionList when turn on field in your Menu's properties (and vice versa)
If I place the player model on the first floor using the Scene editor
with the PlayerStart on the ground floor and then start the game - the
player appears on the first floor above the Player start, not on the
ground floor.
Do the X and Z positi…
To work with other assets, you'll inevitably have to do some coding to make it work perfectly. v1.47 will include a new Scripting Reference, which should make such things easier.
It's hard to say how much of this problem is on AC's side vs UFPS's. But with your detailed breakdown, I at least have enough to look into it on my end - thanks.
To fix the 'burst': play the sound using an Action, rather than checking the AudioClip's Play on awake checkbox - this is run before AC has a chance to lower the sound manually.
To crossfade music, you'll have to make the first music survive the sc…
Instead of using a Vector to set the position, you can use a Marker - a GameObject that's position will be referenced instead. You can parameterise the Marker GameObject.
You'll need to give more detail about what you've done to your Menu Manager etc, as this isn't default behaviour. Please post shots of your Inventory menu's properties, and Cursor and Settings Managers.