I cannot recreate this in my own testing. You're using v1.44? Playing a sound in the "turn off" ActionList only does so once. Please post a screenshot of your full ActionList.
Now that I've had some time to properly test this, I will not be making this change to AC officially - as it can cause some problems. Instead, I would advise placing the Actions you've posted within a blocking Cutscene, and calling this Cutscene fr…
You've got a fan of LBA 2 here!
I don't think you need a trigger / bool for this, actually. If you've already become familiar with Remember scripts, take a look at the RememberNPC script. That essentially saves things like position, rotation, wal…
Are you using the very latest release? It should have taken some steps towards keeping the mouse cursor within the game window.
To recreate a unique interaface like Life Is Strange's completely, you'd need to write a fully custom solution. Sectio…
I'm only referring to Colliders that don't have "Is Trigger?" set, and even then only ones that have the exact same Transform. If the Hotspot is even a tiny bit larger, you won't have the issue.
You'll need to set your Player's animation engine to Mecanim. This tutorial covers the process. If you're using a pre-defined controller, then you'll have to use it's movement parameter names when entering in the fields in the Player component's I…
For the sprite ordering - unless your character is made up of several "sub-sprites" that need to be kept in some kind of relative ordering, you should be able to get around this by unchecking "Keep offset" in the Follow Sorting M…
Not currently, but it may be something that can be added. The solution would be to set it to "Only When Highlighting", and then have it so that the Hotspots themselves don't highlight. Are you referring to only the Hotspot that's active,…
And the text being displayed is the unmodified Hotspot UI? The UI will always correct it's position if it's RectTransform would otherwise become off-screen, so check that. What happens with a 3rd or 4th item?
Have you seen this tutorial on saving? It's pretty heavy going, but if you want to avoid creating hundreds of bools / triggers, you're going to need to instead get into some serious scripting.
You cannot move with P&C movement at the same time as Direct - it creates massive problems. You can, however, switch between the two with a simple script function that adjusts the field itself in the Settings Manager.
Welcome to the forum, @MrSkyhenge.
The regular GameCamera prefab works fine if it's Projection is set to to Orthographic. What exactly is the problem you've been having?
Have you tried defining a "Cutscene on reach" for each node you want him to stop? If the linked Cutscene has a GameObject parameter, you can assign it as the Character who's on it.