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I'm asking specifically about the means that audio is played back, i.e. the Reference speech files field in the Speech Manager.
Does the Console reveal any clue?
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The second Action should not be necessary if the Document: Open Actio…
It's possible - both 2D and 3D characters support head-turning, though it's a lot easier in 3D.
With 2D, you'll want to use a separate layer to animate the head - so that it can be animated independent of the body. The specific workflow depends on…
By design - this is to avoid changes made in the Editor being reverted when loading an earlier save, as well as prevent issues with translations.
The updating of menus in this way is intended for dynamic content, i.e. a description box or icon that…
When the Player Action field is set to Walk To, they'll move towards the centre of the Hotspot. In terms of pathfinding, they'll move to the point on the NavMesh that's closest to the Hotpot's Transform position.
This may be why rotating the Hotsp…
If you're opening a scene manually, without running it through AC, then AC's startup process may not kick in properly.
You can place an Event System object manually in the scene file, but you may encounter other issues elsewhere.
The latest releas…
It'll need to be in each scene - but you can use the Events Editor to automate this.
Use this window to create a new Scene: Change: After event, and then have this run an Object: Add or remove Action that spawns the script (attached to a prefab) to…
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Check your Console - if the Subtitles menu has become locked somehow, it'll report so when speech is played.
That wouldn't affect the playing of audio, however - what method are you using for voiceover playback?
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As with Inventory i…
You can't omit the Main Cursor - as it's necessary for Menus - but you should be able to use a custom script to manually "skip" the Main Cursor if you're in regular gameplay.
Something like this should do it:
using UnityEngine;using AC;p…
We'll need to see if this is an issue with point-and-click movement, or with pathfinding in general.
Place a Marker somewhere on the top level, and - when the Player is up there - run a Character: Move to point Action that moves them there. Are th…
Quick note on the above script: if you're attaching multiple instances of it in the scene, you'll need to have it check for the currently-selected Hotspot - the event is run for each instance, so otherwise you'll get each running at the same time:
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Turns out this is a simple fix.
Open up PlayerMovement.cs, and replace the line:
KickStarter.player.SetMoveDirection (cameraAlignedInput, true);
with:
if (SceneSettings.IsUnity2D ()){ KickStarter.player.SetMoveDirection ((moveKeys.y * KickSta…
The game comes out of "pause" mode when running an interaction - so if the Player has a movement destination, they'll be able to while it runs.
They shouldn't be getting a movement command by clicking the Menu, however. Check that your M…
What is this InputManager prefab you're using? It's not a part of AC.
You can assign a custom EventSystem prefab in the Menu Manager - AC will spawn this into the scene when needed. Alternatively, place a copy of any necessary prefabs into the sc…