As part of 1.43, I've been improving the Actions Manager to let each Action be expanded to bring up a list of info. A "find instances in scene" button would be a good fit there.
As for changing the implementation for all uses of a type o…
This belongs in Technical Q&A, but in your Hotspot's Inspector, each Interaction panel has a Cutscene while moving? checkbox. Enabled, it'll put the game into a Cutscene state, to prevent cancelling the interaction by movement or other interact…
It's likely because you have a "looping" chain somewhere, where an ActionList 1 references ActionList 2, and vice versa. In 1.42c, that'll cause the error you describe. But, it's been fixed for 1.43, so look out for it's release hopefull…
What's your movement method, Ultimate FPS? I believe UFPS has it's own way of handling moving platforms, which shouldn't require the player to be frozen.
Outside of UFPS movement, though, the best way is to make it a Cutscene, yes. You can have t…
If you're playing an Idle animation, then AC will handle the switching of "_U" to "_D" automatically. Try it with the Brain2D player prefab from the 2D Demo - if you place him in a 3D scene and cut the camera, he'll always face …
You can post screenshots by uploading them to any image file-sharing site, such as imgur.com
But it doesn't sound like you have quite the right approach - you can't follow up a "load autosave" with a "change scene", because the …
v1.43 fixes an issue where not all speech lines found in asset files were being detected by the "Gather text" button. When it's release (ETA this week) re-gathering your text should solve this.
I'm working on some new video tutorials that cover the basics + advanced topics this week. In them, I'll go over the principles in building Actions as part of interactions, conversations, and the like. If they're not release simultaneously with th…
You mean spam PMs? I was only aware of the occasional discussion, which I ban as soon as I see.
I've already installed a number of spam filters in the back-end, but they've so far not been terribly effective. I'll have a look at that link - thank…
Oh dear. I'm sorry you're having such a problem with things. But like I've said, the next update will refine how UFPS and AC work together. I've been through every part of it, including menus, jumping, cursor toggling and weapons, and all seems g…
Ah. Apologies - I misread you the first time.
If the Inventory is a cursor, then it'll always be displayed on top - that's just how cursors behave in Unity. Now you could just move the Hotspot label down a bit, but you may get lucky with a slight…
I see your point, but continuously calling the mouse button to pathfind is not really something that's feasible, because you'd be having to perform pathfinding calculations every frame.
AC has "Straight To Cursor" and "Drag" mov…