I suspect this is down to your various settings on both the Rigidbody component itself, and your Physics Inspector (in Edit -> Project settings). AC doesn't have any physics system of it's own, so character movement is still guided by Unity's.
Another trick: use multiple Player prefabs, with one as your main player, and another as your "Pause menu player" (invisible). Have your Pause menu in a separate scene, but instead of using Engine: Change scene, use Player: Switch and swi…
I should point out that such limits are gone whenever you use a parameter in a value's place. If you have several clouds in your game and want to run this sequence multiple times on different clouds, you can use parameters to do this all from one A…
You'll need to lock / unlock the menus, rather than turn the on / off, since they're still governed by the rules that turn them on normally (in this case, whenever speech plays).
And the graphical error is? You'll need to set your cursor texture to type "Cursor" if you use it for Hardware rendering.
The latest version of AC prevents the mouse cursor from moving off-screen - could that be why? What's your build pl…
If you're clearing the PlayerPrefs, that could be why. Are you modifying them with any other script / asset?
Click "Reset options data" at the bottom of the Settings Manager to re-build them.
You mean you're editing the Demo2D Managers? You should instead use the New Game Wizard (available on the top toolbar, under Adventure Creator -> Getting started). This will create a new set of Managers that you can safely edit, which won't be …
So long as there's an object called "_Hotspot" (not "_hotspot"), then it should automatically be used as the parent. Are there any other prefab types that don't work this way?
The first shot only shows the Inventory item - I can't see anything to do with the Hotspot. Please post a shot of the full Hotspot object's Inspector, and any relevant ActionLists.
Since you're using a custom Inventory Menu, I also want to rule ou…
The difference is that it requires a constant connection to the object, because it needs to know what the options are etc., whereas the other fields only require a one-time reference.
And you're using the latest version? On what platform, and version of Unity?
Have you placed down the appropriate Remember scripts? As you haven't described what exactly is re-setting, I can't be more specific than that. But your Inventory shoul…
If you check "Override defaults", because that'll mean that it has to be able to reference the linked Conversation at all times. If you view the asset file when the scene it refers to is not loaded, then it won't be able to find the conve…
Welcome to the forum, @AndrejSoldo
Remember scripts are only necessary for scene objects - Inventory items, like Global Variables, are automatically saved for you. What exactly is restarting when you return to the scene? Any items you're carrying…
Thanks for the alert about the tutorial omission - can't believe I missed that out..
I can't recreate your issue from what you've described - placing a Trigger down in First Person mode will stop the Player from moving if the Trigger is set to Paus…
You'd have to create a Hotspot for each space where you want the player to be able to drop the item onto. Then, create an Inventory interaction for the Hotspot, that only accepts the Inventory item you intend it for. When the player drops the item…