That's the correct method, though I can't say why you're getting a long delay. It could be due to another ActionList running in the background - you can see which ActionLists are running in the scene by going to your GameEngine prefab and checking …
What happens now, exactly? Need to see a screenshot of the positions of the various GameObjects in the cat (the base, the sprite child etc). It's not clear if this is because the NPC itself is in the wrong place, or the animation is wrongly set-up…
This appears to be an intermittent issue - I was able to recreate it once, but can't again. I've implemented what I hope will fix it in 1.35.
In the meantime, you *should* be able to get around the NullReference exception by copying / pasting the …
When working with 3D menus, understand that the in-scene Hotspots are only replacement for individual elements. The Menu Manager itself has no concept of what a "3D Menu" (collection of elements) is within a scene.
Therefore, menu switch…
Thanks. The Hotspot shouldn't be a child of the NPC / sprite - just attach the Hotspot script to the same GameObject as the NPC script. That may fix it or not, but it's best to get things set-up properly before we debug further.
Just uncheck them in the import window. You should still import the InvActionLists and MenuActionLists folders, though, as these may contain ActionLists used by your Menu Manager.
You can use the Engine: Manage systems Action to disable individual AC components such as movement etc. If you wanted to rely on a separate asset for the platforming, you could use this Action to switch between modes mid-level.
That said, Direct c…
Doing it through Unity's physics engine would most likely be the way to go, though I admit that's not my area of expertise, either. You'll have better luck on the Unity forums for this.
It sounds like you're just not using a complete Menu Manager yet - the Menu Manager needs to contain Menus that display Hotspot labels and dialogue text for them to display. The Demo_MenuManager has these built-in, so if you replace it with your ow…
It does, thank you - and the steps you've taken are correct, at least in principle. Perhaps there's a problem with the execution.
I often do this when testing something this sort of thing: try adding a simple Dialogue: Play speech Action to both c…
Are you using an asset-based ActionList? The Run Cutscene option won't work with that (I will put up a warning notice in the next update), since the asset needs to be able to find the Cutscene regardless of scene.
Instead, add a ConstantID script …
If your Pause menu has Pause game when enabled set, then the cursor should be automatically unlocked once the menu turns on - without the need for the ToggleCursor button. Are you using the latest version?