When is the ActionList run, and are the Hotspots selected at the time?
Again: are they labelled as disabled in their Inspectors? What layer are their GameObjects on after the ActionList has been run?
You said it runs the "2st" outcome - do you mean 1st or 2nd?
I cannot recreate any issue with the Action. Is this corrected by checking "Save sequence value?" to map it to an Integer variable?
If your Menu's "Appear type" is set to "Mouse Over", it will turn on/off when the mouse moves over/away from it.
Othewise, you can read the mouse position directly and turn it off/lock it based on its value:
private void Update…
You can use a setup similar to the one mentioned in the last answer of this thread to position a UI RectTransform over the mouse position.
Essentially you'd have your animation just control the dragged object's visibility, and separately use a scri…
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You'll need to change the position of the Kid_PSB object that's a child of the "My New Player" prefab.
Double-click the prefab to open it up in Prefab Mode, and then select the root object ("My New Player"). The positio…
Is that the menu's default position in the prefab?
When AC updates a UI-based menu, it does so by repositioning the position of the assigned "RectTransform boundary". You'll need to make sure that this field in the Menu's properties is c…
You'll need to adjust the Character evasion field in your NavMesh's Inspector.
This is set to Only Stationary Characters by default. The All Characters setting, which allows for evasion when both characters are moving, is more intensive. For this…
Welcome to the community, @NeoCroMagon.
The "Position" values listed for the two areas in the Inspector both suggest that they are each 1 unit apart.
Is it possible your scene's scale is much larger, such that you need to be zoomed in to…
Is the ActionList itself set to run in the background, and how long does it last after the dialogue has been triggered?
If other narration is working with your settings, it may be down to some setting/configuration that's hard to convey through scr…
Both elements in the Menu Manager refer to the same button - their Constant IDs are both 1772982.
Re-drag the Button objects from the Hierarchy into their element slots in the Menu Manager to re-assign them.
Your screenshot shows two such Actions. Does this issue occur with both, or just one?
You mention not working in build - is this to say it works in the Editor? What platform are you building to, and what are your AC/Unity versions?
Try rebuildin…
A disabled Hotspot should not be interactive no matter what the detection mode is. What is your AC version?
How are you disabling these Hotspots, and are they labelled as such at the top of their Hotspot components?
In a situation like this, an important first step is to check Unity's Console for messages. AC has a number of messages it can display if it detects something is wrong. Once the game begins, bring up the Console window and check to see if it's rep…
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Apologies if I misread things, @rainvillain. If so, @Rairun is correct.
Once a text has been "gathered" by the Speech Manager, it can then be transferred to/from CSV files.
This need not be used soley for translations - importin…
The script above causes the object it's attached to to survive scene changes, making it scene-independent.
If you wanted it to work in a single scene, remove its Awake function.
Welcome to the community, @rainvillain.
The use of AC's visual scripting system is optional. The "Actions" that make up the system chiefly just handle the timing and triggering of other functions within AC itself.
In the case of the &qu…