I'll need to see the assets myself to diagnose the problem.
If you can create a .unitypackage file that includes your Managers, the character, their portraits texture(s), and a sample scene that has the character speaking, PM it to me and I'll take…
This is a common issue with Unity's Character Controller, and isn't strictly an AC-related issue.
However, the "First Person Player prefab" package over on the Downloads page includes a script - StickToSlope.cs - to remedy this behaviour.…
Welcome to the community, @aimino.
If you check Directly-navigate Menus during Conversations? at the top of the Menu Manager, you'll be able to navigate your Conversation menu using axes mapped to the Vertical input defined in Unity's Input Manager…
However you update the Player's appearance, whether or not you have to do so every scene depends on whether or not you're making use of local Player objects in those scenes, or spawning them in via the Settings Manager's "Player prefab" fi…
Your Player makes use of Unity's Character Controller component, which does not automatically allow for Rigidbody interaction.
To have other objects in the scene be "pushable" by the Player, you'll either have to replace the Character Con…
You can place it inside an ActionList (scene-based or asset file), and then trigger the ActionList from an event box by invoking its Interact function.
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What was the result of doing so? Does the background texture appear, either at runtime or while previewing the menu in Edit mode?
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A series of tutorials can be found beginning here.
Inventory items are not linked to Documents inherently - you need to create a link manually.
The easiest way to do this is though use of the Document: Open Action inside the inventory item's "Use interaction" ActionList asset, so that cli…
The use of a Constant ID component to record a GameCamera reference is only used for save-game files. When a scene is loaded due to restoring a save-game file, the camera's Constant ID value will be used to locate and assign it.
When re-entering a…
You're involving Unity's physics system, so this'll mainly be down to the use of Collider and Rigidbody components.
Can you share images of the Inspector of such an item, as well as that of your Player's root?
Though they are defined in the Inventory Manager, Documents themselves do not appear in the player's default Inventory among regular Inventory items. They are a separate collection that can be displayed in an InventoryBox menu element whose Invento…
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Unless you're using a custom motion controller to control your character's motion, you can use the Character: Move along path Action's Stop Moving method to halt the Player.
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You can use the Menu: Change state Action's Lock Menu meth…
All looks OK from the screenshots. I take it the element previews correctly in the Game Window while in Edit Mode?
As a test, assign a "Background texture" in the "Portrait Graphic" element's properties - does that show up in t…
Welcome to the community, @Elaine_Marley. What is your AC version?
The details shared in the screenshots look OK - though, the Animator components are collapsed. Are they assigned the correct Animator Controller assets, i.e. cajon_02 has MiddleDr…
Welcome to the community, @zfh2773.
Though Documents are defined in the Inventory tab, they are separate to inventory items. Instead of LastSelectedItem, you can access a Document by passing its ID number to the InventoryManager's GetDocument func…
Dialogue from AC's Speech Timeline tracks will still be gathered by the Speech Manager's "Gather text" button, so it'll be subject to your lipsync options further up.
When using sequencing tools though, it's also possible to add the lipsy…
If you're using a "post-fix" release, then the message should still show but only when valid.
You'd need to follow Unity's instructions regarding the Editor Log if you wanted to get to the bottom of it, but if it's not causing any issue I…
If you have a GameObject or prefab that includes a script with a public function, you can call that function by using either the Object: Send message Action, or the Object: Send message Action's Custom method.
If you need more control over exactly …