AC won't reverse the characters of Menu element labels - it'll display as its imported. You'll want the text to be imported such that a static label displays correctly even if Reads right-to-left? is unchecked.
Could you share screenshots showing …
There should be no difference in how an ActionList is started when it comes to the effect it has.
Are you involving multiple Conversations, each with their own copy of the GKConversation script?
If you were to have the Interaction run your OnStart…
Good spot about the code error - apologies.
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What the code does (or is intended to, at least), is check the positions of all the assigned "Scrap" GameObjects. Only if all the left-tagged objects are left of the threshold, and all …
If a Sorting Group is attached to the same object as your Follow Sorting Map component, then that will be affected instead of any individual Sprite Renderer.
I'm not sure what affect the Sorting Group would have on Spine objects, though.
You can t…
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You'll need to split these into different files.
Once a footstep sound has started playing, it won't be interrupted if the character stops moving - doing so can be jarring, sound-wise, even if only one step is played.
What component are you assigning it to, though? If your existing UI prefab has a TextMesh Pro U GUI component, you can remove it and attach Unity's own Text component, which may accept the font.
What's your Cursor rendering mode?
The main rule to be aware of is that Unity UI canvases cannot be drawn atop AC menus - so if you use AC menus, you'll need to use either Software or Hardware cursor rendering.
I'm not clear on your issue with you…
Checking Affect children? should do it, as you've already done.
Is this issue limited to the Autosave? What's the behaviour if you manually save the scene after the opening cutscene, and then load it?
Blend Trees can give unexpected results when they involve the enabling/disabling of objects - as you're not dealing with a property that can be properly blended.
You should be able to get around this by enabling Angle snapping in the character's In…
By default, items will only show their active graphic when over a Hotspot that has an Interaction defined for that specific item.
You can have it show for all Hotspots, however, by checking Show Active FX when an Interaction is unhandled?.
The best way to tackle this is to take advantage of the fact that AC records the scene and position of any Player listed in the Settings Manager - even if they are never actually directly controlled by the user.
Conver the NPC to a Player (automate…
I can't reproduce such an issue on my end.
Are you using Unity's Input System package, or the regular Input Manager, and does the Hotspot interaction block gameplay?
It could be down to the duplicated Menu's RectTransform boundary.
In the case of the Inventory menu (and any duplicate you've made that hasn't had this changed), this is the Panel child object under the Canvas root.
When using Unity UI menus, the …