Next time you upgrade, try unchecking the import of "AdventureCreator/Resources/References.asset" - this just stores which manager files are currently loaded. By not importing it, you should retain the links to your own managers without n…
You can't change which file is played per line, but what you can do is split the line into three, e.g.:
Play speech: "I opened that door "
Play speech: "1" or "2" or "3"
Play speech: " times."
Are you using a SortingMap in your scene, with a FollowSortingMap script attached to your sprite child? That could be the cause of your scale of 1. In 1.39, this is changed: the root GameObject will be scaled instead - that may eliminate the issue…
I would suggest removing Rigidbodys, but going by your other post it seems you've already done that. Are you using a single Character: Move along Path Action per NPC to get each moving?
The NPC script likely isn't the cause of it - but instead the…
It's true that a knowledge of coding is still necessary. I didn't be more specific about what to do with the line of code, because it's up to you! However, let's assume you want changes to take effect once you've clicked an "Apply" butto…
Ah, now I see - thanks for explaining. It's not a bug - just my way of thinking - i.e. if the cursor is hidden, how would the player know where on the screen Hotspots are going to be detected from? If this is the wrong idea, it's simple to remove …
1) You should be able to do this by creating an "invisble" Button underneath, that spans the whole Menu. If it's layered correctly (I forget which way round it'll need to be, but you can use the Menu Manager to re-order elements), it shou…
For the cursor-change, you may be able to do this by adding the Hotspot script to the NavMesh (assuming it's a Mesh Collider - otherwise create a dedicated Hotspot of the same size).
By default, AC "scans" nearby pixels if you don't click…
You're welcome! Have you properly assigned the sprite as a child of the object that has the Player script? That's a very important step - the base still rotates in 3D space, and it's the "sprite child" that's supposed to face the camera.…
Global Variables are stored in the VariablesManager asset file. If you've set up your project correctly and been using custom Manager files, the data won't get overwritten when upgrading - though the reference to it may be. Go to the top of each m…
1) Fixed for 1.39.
2) Is not using a custom font not enough? I'd imagine this'd be the solution with other alphabets, such as Chinese, too.
3) Make the changes before importing the translation text. You can do this outside of Unity, even - the t…
It's not really a bug, just a result of the way things are stored.
Every PlayerStart has it's own associated Camera - this lets you change the starting camera depending on which previous scene the player has just come from. It used to be that you …
Please try to limit these issues to one at a time, if you can - it's getting quite confusing to handle all of them at once.
1/2) When the cursor is locked, it should remain in the centre - allowing you to free-aim. When unlocked, free-aiming will …