These problems sound very specific to your character and ActionList - it's not possible to give advice without seeing what you have exactly. Please post screenshots of your character's Inspector, Animator, and the Interaction that gets run.
If you've declared your movement parameter "MoveSpeed" in both your Animator window, and the character's Inspector, then it should be set automatically by the system when the character moves.
Without seeing what you've done exactly it's n…
And this is in v1.46?
Try this: set the Options button's Click type to Run Action List, and then use two Menu: Change state Actions to crossfade the two menus. You can then edit the ActionLists' properties (in it's Inspector) to uncheck Unfreeze '…
@Gog0: It's experimental because it needs thorough testing. It's also something of a hack, since it goes against the way AC's movement system is inherently designed. If user testing continues to show good results I'll take away the "experimen…
I don't know how succesful it'd be, but you could try attaching the Moveable component, so that you can use the Object: Transform Action to manually move the character over time.
Technically, yes. But Paths are intended for characters, so making a large vehicle move along one would likely look quite odd - it'd move only in straight lines between each point.
If it's only in a cutscene, I'd advise you just attach an Animator…
If you're using Salsa, you can use the files it generates to lip-sync your characters automatically - no need to create an animation each time.
Have you read this tutorial? That's for 2D, but there's another one for 3D too next to it. Also be sur…
I wonder if you need to re-wire your Actions so that if e.g. Action 20 returns "Condition is not met", you need to send it back to Action 1 (the Variable: Check random number). If you did that for the whole row, that would mean it would k…
If you have any scripts with similar names (e.g. "KickStarter") in your project from any other third-party assets, that may conflict with the line of code I wrote - unless you update AC to v1.46. Have you updated to the latest version?
Unity has a function called OpenURL that will open up a webpage - you can see it's Scripting Reference page here.
You could easily incorporate this function into a custom Action, that gets called when you click on a Menu Button (see this tutorial).…
If you set up your door's animations with a Mecanim controller, you can use the Object: Animate Action to control any parameters you've defined in that controller.
Animated textures in your inventory work by cutting the image up into an evenly-spaced grid. If your sprites are arranged in equally-sized boxes, you could change the image type to Texture (in the Unity inspector), and then assign it, set the numbe…
The Arabic feature will simply reverse the order of input boxes and strings - it won't affect the translation output, so I don't know where your "????" display is coming from. For which line types (speech, menu etc) are these characters a…
I think this is the same problem I had with the Physics demo when updating to Unity 5. As the error explains, Unity 5 doesn't support concave MeshColliders with "Is Trigger?" set - which is exactly what the drawers were in the demo. If y…
Likely a bug. Open up DragTrack.cs and insert the following into line 28 (the very top of the function):
if (draggable.minCollider == null || draggable.maxCollider == null) return;
Does that solve it?
To make an NPC interactive, simply attach the Hotspot script. If you're working in 2D, you'll have to add it to the sprite object (which should be a child object). In 3D, place it on the same object as your NPC component (the base object, which sh…