Looks OK - have you added a scene with filename "hallway" to Unity's Build Settings?
If so, temporarily (i.e. don't save the scene) replace the Action with an "Engine: End game" Action so that the game should exit Play Mode when…
Formatting is important, yes - the parameter names are case-sensitive, and any space " " characters afterwards will need to match up.
Your transitions all have "Has Exit Time" checked, though, which means it won't transition unt…
Welcome to the community, @Daniele.
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You must first check "Load scenes asynchronously?" for this option to show.
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Any scenes you wish to switch to must either be added to the Build settings - or, with the above option check…
What is the actual error message, and is the full script as it was in your earlier post?
As an alternative to reading hoverItem property in an Update loop, you can hook into the OnMouseOverMenu custom event which is fired when the mouse hovers over…
You shouldn't have to resort to rebuilding everything. Compare a working Hotspot's Inspector to a non-working one - is there any obvious difference?
If not, enable Unity's Debug mode (see here) for the Hotspot components to compare their raw field…
Looks like the issue comes from using an ActionList asset.
When an ActionList asset is run, it actually runs a new instance of that asset in the scene. When you enable Change own?, you're affecting the values of that instance - not the original as…
If you double-click on the Player's Animator component's Controller field to bring up the Animator window while Unity is in Play mode, it should show the "live" controller so that you can see the current state of it - both in what animatio…
Welcome to the community, @LadyDana.
The default InGame menu (the "Menu" button in the lower left corner) is set to appear "during gameplay" - so if it's fading out for a second, it sounds like your Trigger is being run briefly.…
FMOD isn't supported by AC, though an unofficial integration is discussed here.
If you wanted to sync up FMOD with AC's music system and Actions, then you would need to rely on a custom script that hooks into the OnPlayMusic and OnStopMusic custom …
Quest 2 isn't a platform that's supported by AC. The built-in fade effect relies on Unity's ImGUI mode, which I expect wouldn't work in VR.
An alternative method of fading is to rely on a Unity UI-based menu that covers the screen with a black ima…
If your Action references a Player prefab that's spawned in at runtime, you need to access the Player with KickStarter.player - any reference made to the GameObject itself won't work at runtime.
e.g.:
using UnityEngine;#if UNITY_EDITORusing UnityE…
To play a Timeline using the Engine: Control Timeline Action, you need to assign a Playable Director component - this'll be the component in the scene that is running the Timeline asset you want to play.
The Timelines covered in the feature video a…
I'm afraid I cannot recreate this issue, @artofbeni.
Are you able to provide a fresh scene that demonstrates this with simple cubes for graphics? If so, PM me a .unitypackage that contains both the scene and your Managers, and I'll be take a look.
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Is this change the same as when using Hotspot: Change Interaction Actions to update the interaction states?
At what point are you calling the above script function(s)? At the end of the Conversation?
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This may be down to how the Animator is set up - the script fires the Animator's "Normal Trigger" when updating the field, but what effect this Trigger parameter has will be down to the transitions set up in your Animator.
Have yo…
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The Interaction menu is separate to the cursor. For a single interaction mode, don't use Interaction menus and switch to Context Sensitive mode. This will result in the same behaviour used by the 3D Demo game.
If that doesn't give you the…
In what way is Korean not working? The font is not displaying in-game, or its no longer availabke in the Speech Manager?
Languages are referenced by index or name in code, so if you delete one then any custom code that refers to them may need to b…