Line 226 of StateHandler.cs is the call to display AC's Menu System:
playerMenus.DrawMenus ();
The depth isn't called specifically, so try forcing it by inserting the following line just before:
GUI.depth = -2;
(for example) See what works - if…
What's your Interaction method (within the Settings Manager) set to? If it's Choose Hotspot Then Interaction (as with the 2D demo), the Player certainly shouldn't move until you've chosen an Interaction.
If this is an issue once an Interaction has…
I can see how that would be annoying, but I still can't re-create this - despite following your steps. Does it occur if you're starting in a new scene (i.e. when you create a Local Variable, it's the only one available)?
A lot of little things here. I'd like to deal with the main issues before tackling the finer ones.
Issues with a NPC, dying and pathfinding
It sounds like you want to have an "On death" ActionList asset that runs when the UFPS Player di…
There are very good reasons as to why things are the way they are. It's fine you're not a coder, but I need to know why you want things changed. What exactly is the issue here? It really would help your case if you could post screens to demonstra…
I can add a checkbox to not hide it, sure. In the meantime, you can do this easily by opening NavigationMesh.cs and removing the line Hide (); on line 34.
I'm not familiar with the script, but if that's the case - better wait for 1.39 to see if this fixes the issue. The next update will cause the root object to scale, rather than the sprite child, to ensure that things like Colliders etc are also sca…
This may be a more Unity-level question rather than a strictly-AC one, but I think we'll need to see screenshots of your Player's full Inspector, and associated Mecanim controller.
To really be sure, I'd suggest leaving AC separate until you can ge…