Try unchecking Wait For First Frame in the Video Player component's Inspector.
If that has no effect, try the following test:
* In the first Action, check Player can skip?, and enter in an Input button (defined in the Input Manager)
* Press that i…
Can you share images/video of how the NavMesh and wall collider appear both before and after the issue?
Does your NavMesh make use of character evasion? As a test, what is the result of disabling it if so?
The latest AC release allows Direct-cont…
No problem.
Though - if you're just starting out - I'd recommend scaling up your graphics so that they're more in line with the sample content.
AC's default values for speed, movement etc all assume that your game uses a standard Unity scale, i.e.…
What's the Menu's Appear type property currently set to?
A Menu will turn on automatically if its "Appear" condition is met - I'd expect what's happening is that the Menu is turning off (due to your Action), but turning back on immediatel…
Welcome to the community, @kettilman.
If you have "Player switching" enabled, then you can check the Character: NPC follow Action's Move inactive Player? option to show a drop-down list that lets you select the exact Player character you …
The item needs to be selected - just hidden from the cursor.
Remove the Use interaction from its properties, and then - in the Cursor Manager - adjust the When inventory selected field.
A script that allows for the flash input to be held can be found on the AC wiki:
https://adventure-creator.fandom.com/wiki/Hold_input_to_flash_Hotspots
The Additional Scripts prefab is from a much older version of the template, but the code involved (which is still a part of it) only relates to the auto-setting of the "Walk to" cursor mode, not the click behaviour.
The "Walk To"…
Your scene has two Narrator objects - the one shown in your screenshots isn't the one referenced by the Timeline, as its Constant ID is different.
The error message comes from a custom script, ACSpineExpressions, line 319.
I'll attempt a recreation.
What is your Unity version, and does this occur when testing in the Editor by manually widening the Game window while in "Free Aspect" mode?
(Quote)
Can you share screenshots that compare cameras that show the …
Thanks for the details.
I expect this is due to use of a shared VideoPlayer for all clips - as swapping out one clip for another would require a moment for the new data to get loaded in.
You can test if this is the case by creating a separate Vide…
Is the UI involved coming from Dialogue System, or is it an AC Menu?
If the former, it may be a setting on the Dialogue System side of things. PixelCrushers should be able to help you if so.
If the latter, can you share your AC/Unity versions, as…
I'll need to get a few details about the exact setup. I'm not clear yet if this is down to Unity or AC.
What are your AC and Unity versions, and are you using a single VideoPlayer for each clip, or separate ones that already have the intended clip…
What are your AC and Unity versions?
Check that your Settings Manager's Render border camera? option is checked - this is designed to ensure the wide edges are always black.
If this is already the case, what's your render pipeline?
Sorry, I need to be clear: how are you setting the drag input to the right mouse button? The advice above involves overriding input in the "Drag Override Input" box, which the code I just mentioned references.
You can alter the field at runtime through script, so that it switches between left and right buttons dynamically:
AC.KickStarter.playerInput.dragOverrideInput
What are you currently setting this to?
Is the same camera active when Draggables are …