Is the character moving left/right while animating this way, or are they stationary? It may be a Player animation issue, rather that NavMesh-related.
Share a video of the issue, as well as details of your Player and their Animator while this occur…
You raised this issue six years ago here, but I need answers to my questions in order to uncover the cause.
The thread is too old to be valid any longer. If it is still occuring in the latest release, create a new thread with full details.
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That's what I was getting at with the mention of the speech Action. This will run when the NPC arrives?
Precision movement is tricky when using Root Motion - I'd recommend the use of a Blend Tree to blend the idle/movement states they aren…
Templates were introduced in v1.79 - you'll have this issue if you're using an earlier AC version.
You'd need to update your AC version in order to have them run correctly - the Downloadable packages all assume this. However, you can try simply re…
Welcome to the community, @JayyStudio.
This type of behaviour is typically down to the use of a Rigidbody without interpolation.
Does your character have a Rigidbody2D component attached, and what is its Interpolation field set to?
You can try se…
If you don't rely on physics/colliders, a 2D Player will limit their Direct movement to the NavMesh if Auto-stick to NavMesh?.
This option won't rely on the use of Physics Material 2Ds, but instead just snaps the Player to the NavMesh if they leave…
Yes, sounds like the change in Timescale is affecting audio playback in general - AC and non AC sounds alike. The music is unaffected because it ignores the Timescale.
Set your Engine: Wait Action's wait time to -1, which'll cause it to wait exact…
It'll depend on your needs, but a mix of both may be the best approach.
You can create Variables - either Global, or on a Variables component attached to the Player - to keep track of various stats.
Similarly, properties can also be defined in the…
Yes - you can use the Events Editor for this.
Create a new Scene: Change: After event and run the Camera: Fade Action inside the associated ActionList asset.
I can't reproduce the issue - what is your AC version?
I'm not sure what I'm looking at in the second screenshot - is the NPC that yellow brick? The centre of the root object is not positioned near the Marker.
It may be that they are not reaching…
It's to do with your sprite-child not being assigned.
Currently for 2D games, the character's sprite must be on a child of the root. This is handled automatically when using the Character Wizard.
Create a child object with a local position of (0,…
It's been a while, but I believe this was handled by converting a "LetGo" state to "SingleClick" under certain conditions - so that the checks for a click can continue as normal.
This is handled in PlayerInteraction's ContextSen…
The scripts that assign sounds shown in your screenshots aren't a part of AC, but testing with the 3D Demo and its speech I can't reproduce such an issue.
Does the 3D Demo have this issue, after adding its Basement scene to the Build Settings, and …
Welcome to the communitym @mmar58.
The "Menu" button in the lower-left is the default InGame menu, that's part of the default interface in your Menu Manager.
You can remove this by going to the Menu Manager and either clicking the cog ic…
What other audio are you referring to? Sound components, Ambience or Speech? Any details/screenshots you can share to recreate the issue will help pin the cause down.