You don't need to merge NPCs with Hotspots - simply attach the Hotspot script to an NPC, and it'll work. See any of these tutorials to get your Characters set up properly. The "Brain" NPC in the 3D demo is also in your Adventure Creator …
Duplicate the project and strip everything away except that which I need to see if happening for myself (if the MenuManager + ActionLists is enough, great). I'll take a look at it, but I need the file size down as much as possible, please.
It's custom, since it needs to integrate with the Paths script. Have a look in NavigationEngine_UnityNavigation.cs - it calls NavMesh.CalculatePath once before the character moves. It doesn't make repeated calls, and converts the result into an &q…
Oh, I see what you mean - sorry, I was a bit slow on the up-take here.
Attach a Constant ID script to your Default sound object, and check Retain in prefab? in it's Inspector. Then, drag it into your Assets folder so that it's now a prefab. You'l…
Welcome to the forum, @danrobfo.
Can't recreate this issue, and it sure sounds like a strange one. A few questions:* Is this limited just to Hotspots that have the RememberHotspot script?
* Are these Hotspots enabled/disabled in-game, or should th…
@oxyscythe: It was making sure existing Conversations still worked that was the stumbling block. You'll need to view their Inspectors and save the scene to upgrade them, just as with Hotspots in 1.39.
Sure - just place a single button in a menu, and style it to look like your "Inventory bag" icon.
The idea is to keep your InventoryBox in a separate Menu, and turn that menu on/off using this button.
When you click the Button, set it's …
Have you read the tutorials on writing Actions? You could extend this to let you choose which NPC to affect, as well as a "enable / disable" box.
Either way, you're nearly there!
GameObject.Find ("NPCMacho").GetComponent ().en…
Perhaps another case of wrong syntax. That would be better worded as "Close interactions with", as it's related to the Menu that appears before an Interaction has actually begun.
What you're looking for is in the Hotspot Inspector. If a…
It's in PlayerMenus.cs. I'd actually recommend not using Crossfade at all, however - were ActionList assets around at the time of AC's initial release, it never would have been an option.
The "automatic connection" you describe isn't so much a feature, as more of a side-effect:
When a new Action is inserted / pasted, no other Actions are affected. The connection will be made if the Action at the end of the chain has it's …
May have been wrong about the layer change - I think you'd have to inject some custom code, instead. Unless you use the "invisible menus" trick, you'd have to "catch" the menu click before it reaches AC's Interaction or Movement…
I can see how this would be useful, though - from a coding perspective - I'm not sure I could amend it without either resetting the Interaction source value, since that enum's used by many other editors.
Curious to know why you're bypassing Actions…
@joshuabogart: Are you using Hardware or Software cursor rendering?
Please test with a scene with no NGUI or PlayMaker elements - it's not clear whether this is a pure-AC problem, or one brought about by using it with other assets.
I'm OSX too - it's likely that this is because you're using an earlier version of Unity. Officially, AC's minimum supported is 4.5.1 - any lower than that and it's "use at your own risk". Are you not able to upgrade? The function you re…
Not that it should, but it could be to do with the order of your Pause menu in relation to others in the list. Try re-ordering it so that it's at the far top, and then the far bottom. Do either of those make a difference?