Thanks. The new tutorial was fixed (all tuts were moved from the Icebox site once Adventurecreator.org was set up). Any chance you remember how you came across the old link?
The mouse should still work in Keyboard Or Controller input, but you'll need to define "CursorHorizontal" and "CursorVertical" inputs to read the mouse's X and Y axes. You can adjust the speed of it with the "Cursor move sp…
I can't recreate this myself - have you modified the default InteractionUI prefab at all?
@Eastman: Do you have hidden Inventory elements in that menu that might be offsetting it? These issues could well be related. Probably best to PM the canvas…
I wonder if we're getting into feature-creep territory with this one.
You could do this easily enough with a custom action, but I'll consider it for official.
The 3D Demo seems to run at the same rate it always did. Can you not just increase the text scroll speed further to compensate? I'm not sure why v1.46 would have such an effect - that section of code was left alone.
It's not possible to help without knowing what exactly what you've done. Post a screenshot. But bear in mind that if your hint system is supposed to exclude certain objects, you'll have to set it up to do so - it won't be automatic.
The NavMeshSegements are just a "helper" prefab to make it easier for users just starting out. Any mesh can be coverted into a Navigation area. Take a look at the navigation section of the new 2.5D tutorial (starting 31:42) - it covers h…
Unity's UI's sorting order are separate from sprite sorting orders. Try changing your Canvas' Render mode to Screen Space - Camera. The posts here suggest that could work.
There's only a problem (so far as I'm aware) with duplicating ActionLists. Cameras and all others will be fine - ConstantID numbers are updated automatically when duplicating to ensure that they're always unique.
You have to duplicate the speech Action itself - not create a new one and try to edit the ID number.
Unity has a problem with copying Actions between scenes, but you might be able to do so if you copy/paste the Action into a temporary ActionList as…
You can use a GameCameraThirdPerson prefab for this: if you lock the Spin and Pitch rotations, you'll have the option Set behind target? (the target, by default, being the player). Check it, and you'll be able to set an offset angle - so that inste…
You mean so far as Unity's own sprite animation system goes? You have to create a new Animation asset that animates a Sprite Renderer's Sprite field with each image. Check out the official Unity docs for more on working with Unity's 2D system.
I don't remember either - if you could point out which one, I may be able to help. But this is a general Unity question - not an AC one. You'd be better off asking on the official Unity forums about this.
Just add the "_Camera" script component to your custom camera (the same object as the actual Unity Camera component itself), and it'll then be visible to your various Actions / Scene Manager fields.
Have you been duplicating your Trigger objects? Any ActionList-based component will have problems if you duplicate it because of the way Unity serializes ScriptableObjects.
To get around this, you can use the ActionList Editor window to copy/paste…