By design, triggers will only work during regular gameplay. If you want something else to happen, just add it in as part of your Interaction. Don't forget that you have a "ActionList: Run in parallel" Action, too, which makes it easier t…
The default Inventory menu (assuming you have this set, as created by the New Game Wizard), is set to appear when the Cursor hovers over it (the top of the screen).
You can change the rule for which the Inventory appears by changing the Appear type…
Good, glad it's solved.
As for the tutorial - yes, it's geared towards a specific asset, but the point is to demonstrate the steps to link AC to any controller. It's not possible to show the steps to link each and every controller out there, so th…
What version of AC are you working with? Be sure to update to the latest one in the Asset Store window - the line references made by the console error don't seem to match up with any recent version of AC.
In the meantime, know that if you're background speech line is in a separate ActionList to the dialogue response, you can just to a looping "ActionList: Check running" Action to wait for the other ActionList to finish up.
I believe the problem lies in the fact that your two "Object: Visibility" Actions both refer to a Constant ID number in them. If your Actions lie in a scene-based file (not an ActionList asset), then it suggests _RESEARCH CENTER is someho…
You have an animation set in your "Walk" field - if you're making a First Person game, you don't need this.
To view the Inventory, you need to open the Menu called "Inventory" (assuming you have one - it's included in the Defaul…
I still can't recreate this myself, empty cutscene or no. However, the next update of AC will allow you to control sound volumes with Audio Mixer Groups. Hopefully, this will get around your problem.
Have you set the SFX/Music volume reduction sliders (in the Speech Manager) to something non-zero? They should only reduce the volume, but when set to zero they shouldn't do anything.
On a side note, AC v1.44 will have the option to rely on Audio …
That's a good case for a new Action - one that waits for a particular character to finish speaking. I'm currently re-writing the dialogue system, to make it possible to display multiple lines at once, so the code to perform this will change. I wil…
If you're writing custom code, you're better off asking on the official Unity forums instead. But if you've stored your camera's transform to a variable called myCameraTransform, something along these lines might work:
float rotationY = myCameraTr…
The only thing you can't clone is scene-based Actions - i.e. those that live in Cutscenes, Interactions and Triggers. However, you can set the Interaction source of a scene-based ActionList to Asset File - this will let you use the Actions from an …
Ah, I see. The thing about the PickUp prefab, though, is that it's intended to allow for multiple interaction types at once (rotating, moving, throwing etc).
If you just want to rotate an object, use the Draggable prefab instead. In the Inspector…
I'm looking into some improvements for AC's Mecanim solution, but it's already possible to override the controller with your own. Check out this tutorial, it should help. The Player script is very important and necessary for more than just movemen…
Odd. Does anything else in the Interaction repeat three times, or is it literally just the sound? I can't see the file format making a difference, but I've only used mp3 files in my own tests.