The Action's only intended for simple use cases - if you want music, or sound to continue over transitions properly, you'll need to use AC's regular Sound prefab.
In the Cursor Manager, you can render your cursors Hardware, rather than Software - this avoids swapping out the mouse with a texture.
It may be that your script is being executed after AC's PlayerInput script. Try altering it's order in Unity's S…
There are so many options related to this method of interaction, that it could be anything. Please post a shot of your Settings Manager, so I can see what you've set exactly.
The screenshot's locked behind a permission wall.
How many vertices does your Polygon Collider have? The speed of the pathfinding calculation is inversely proportional to the number of vertices. If you can, try removing any that aren't strictly n…
Setting the Inventory Manager per-scene is going to bring about all kinds of problems, and should never be done. Inventory items are scene-independent: if you pick something up, you should be able to carry it from scene to scene.
The items that yo…
Glad to hear it. When console errors appear, the first thing to do is always to check the ones at the very top of the window - they'll provide messages from AC itself.
Use the Character: Animate Action and set the method to "Set Standard". The exact fields beneath will vary based on your animation engine, but that'll be where to change the idle / walk etc animations.
Welcome to the community, @issashu.
To play the typewriter sfx, you'll need to create a default sound prefab in your scene - this is a simple matter of clicking "Create" beside "Default sound" at the top of the Scene Manager. Y…
There's a checkbox labelled "Is Player?" just above the speaker field. Check that instead of dragging the player prefab - it's there because the field won't remember a prefab.
The MainCamera prefab has now been split into two objects: the MainCamera script is the parent, and the Camera component itself now lies on the child. This is to provide compatibility with Unity's new VR features.
@TayannaStudios:
Please post the …
@SkyTree: Unless you over-wrote AC's original prefabs, then updating AC shouldn't cause any such problems. If you didn't, does this affect all interactions / hotspots, or just select ones?
1) You need to have the character in the scene as either an NPC or a Player, that uses the FBX file as a model. Only NPCs and Players are recognised in the Action's "Speaker" field - not an FBX file directly.
2) Once you've created a Dia…
v1.46e is now out. Another critical bug involving draggables with UFPS, but a few minor fixes and additions made it in there, too:* Added: When the Scene Manager creates a new MainCamera, it will make one that is VR-compatible (Unity 5 only)
* Add…
If you know how to make buttons, and charaters speak, then you're pretty much there. Set your buttons' Click Type to "Run ActionList" and assign each on a new ActionList (e.g. clickButton1 and clickButton2). Then you can place a Dialogue…
If you can find or write a camera script that performs the way you want it to, you can add AC's "_Camera" script component to the same gameobject, and it'll then be visible to AC's actions and settings. You might find such a script in Uni…
My goal with things like this is to empower the user to override AC's way of doing things with your own. If you're going to make use of your own input system, I'd advise disabling all of AC's so that you can just rely on your own.
You can use the …