Incidentally, there seems to be a new issue with UFPS rotation in v1.44. If you've upgraded to that, importing this package should solve them until the next proper release is out.
It's because the Hotspot Detector relies on Unity's Trigger functions, that require the object to have a Rigidbody. Tin Pot already has this on his base, but if you add this onto the Hotspot Detector itself (and disable gravity), you should find it…
You would need to ask the CD team, since you're looking to have it talk to AC - rather than the other way around.
To run an AC Cutscene, you just need to run it's "Interact" function. There should be a way for CD to send an "Interac…
You mean the Animator component? That can be on either the Sprite child, or the root object, but having one on both will cause problems. Where is yours?
It's not clear if this is a problem with your cutscene in general, or if it's to do with the fact that it's set to play on start.
Try running the cutscene manually once the game is running (select it and choose "Run now" in the Inspector)…
The object will retain the transform that's in the referenced prefab (unless you set it to appear relative to the camera or the player).
You can then use an Object: Teleport Action after it to move it to where you want - the field will accept a pre…
This is two separate issues, and I'm not sure how they relate. Which versions of AC and Unity are you working with?
NPCs will be clickable if the object with their Collider + Hotspot is on the Default layer. Unity have recently changed the way th…
The whole point of the Legacy integration is that it's able to make a whole lot of assumptions about your character, so that it will "take care" of most things while you just supply what it needs. With Mecanim, that's not the case - there…
If you change the movement method to First Person before the new player is in the scene (and it's during gameplay, as this is), then I can see there being problems. Try changing the movement method to None, switching player, and then changing the m…
So long as you supply a Mecanim float parameter as the "Move speed float" in the character's Inspector, then that should be manipulated appropriately by AC as they walk around. The workflow for building Mecanim characters has not changed.…
There's got to be something different in your scene once the problem begins, and it might not be immediately clear. Is the camera in the intended position, for example? Without seeing any images of your problem, I can only give general advice. Tr…
It turns out the warning in Setup #2 can be ignored if you know what you're doing. Were there any other problems with your game beyond that initial message?