You must make sure that the character's sprite is on a child object, and assigned in the NPC component's "Sprite child" field. This will set the sprite's rotation to have it face the camera automatically.
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When would you want it t…
Welcome to the community, @AdventureEnthusiast.
AC will take automatic control over any parameter listed in the character's "Mecanim parameters" Inspector panel.
Any such parameter will be set by AC each frame - so it shouldn't normally …
The selected Hotspot's name is displayed inside the Hotspot menu, which can be found in the Menu Manager.
By default, this Menu's Position property is set to Follow Cursor, causing it to appear over the cursor.
To have it instead appear over the s…
The Menu's Appear type is set to Manual. Set it instead to When Speech Plays.
Doing so will allow the For speakers of type property to display underneath. Set this to Narration Only to have it then only show up for speech lines that have no assig…
Is there anything special about the lines that work vs those that don't, i.e. text tags, tokens etc?
How are you rendering the subtitles - with AC, Unity UI, or TextMesh Pro? Let's see screenshots of your Subtitles menu and label element propertie…
Have you added Constant ID components to the cameras that can be active when saving?
See the Manual's "Saving scene objects" chapter if you're unfamiliar with this step.
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Do the speech lines have audio? If not, you may have altered your Subtitle menus to not display narration text.
If you can share screenshots showing your speech Actions, as well as the properties of your various Subtitle menus, I'll try to…
What platform are you building to, and what are your AC/Unity versions?
Do away with the custom script temporarily - does it still occur?
If so, keep it disabled and share screenshots of your Settings and Cursor Managers.
What are your AC/Unity versions, and what specifically is reacting to mouse clicks?
When using Input System, be aware that AC's integration package was recently updated to have it respond to this option - try re-downloading it and overwriting the C…
This is a case of the Input method being set to Keyboard Or Controller, I take it?
When this is set, the cursor is simulated. Unity's default EventSystem won't react to it in the same way it will the system cursor. However, AC's own EventSystem, …
The sample code I wrote was just an example - "MyEffect" is a stand-in for the actual component you'd use in your own project, it's not a reference to a real component.
What are you trying to do, exactly? If you're using Unity's own Post…
That's what I was getting at re: dynamically altering the Marker's position.
You're right that the pathfind updating doesn't affect things, however. This is likely best addressed by introducing a custom event hook that allows you to alter the dest…
If it's occuring with the Demo assets, it may be an issue with the scene itself.
Can you PM me a .unitypackage of the scene and its associated model assets?
The Player component's Ignore gravity? option will override that of the Rigidbody - check that if you want gravity to be disabled.
It also looks like your Player's origin is positioned at the centre of the sprite. Generally speaking, it's best for…
You may be able to remedy that by setting a non-zero Pathfind update time (s) value in the Settings Manager, and then have the Hotspot's Player action set to Walk To Marker.
If so, it may then have to be a case of dynamically altering the Marker's …
If you're ultimately just running an ActionList when the Button it interacted with, it's probably easiest to just bypass the Menu Manager completely - either by removing the Button elements, or just setting their Click type properties to Custom Scri…
Thanks for the details.
Do you have any custom scripts/behaviour that affect the character's movement, and does this issue occur with the 3D Demo game's Player, Tin Pot? You can test this by dropping his prefab into the scene file and run the game…
The package I sent you was an in-development package of AC's next update - not just the speech changes.
Please share details on the issue in a new thread, including the version you were previously using.