Any relevant messages appearing in the Console, and are they able to move when commanded to do so explicitly with a Character: Move to point Action with Wait until finish? Action?
You're saying this doesn't occur if you begin the game from this sce…
What is your scene's Pathfinding method property? If it's set to Mesh Collider or Polygon Collider, you can switch the NavMesh using the Scene: Change setting Action to change the active NavMesh.
This is not possible if you're using Unity Navigati…
Assign your _myCharacter variable before reading it:
if (isPlayer){ _myCharacter = KickStarter.player;}int numExpressions = _myCharacter.expressions.Count;if (numExpressions == 0){ Debug.LogError("Trying to change expression on character…
If you make use of "Player Vicinity" Hotspot detection, then Hotspots will only be interactive if within the boundary of a given collider. You could attach such a collider to the candle in your Player's hierarchy to have the candle's posi…
Each of AC's default menus, generated by the New Game Wizard, have UI counterparts. This includes the menus used by the 3D Demo game.
If you assign the 3D Demo game's Menu Manager, Demo_MenuManager, then you can switch the Subtitles menu there to …
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If the Animator in your screenshot is the one being affected by your "Character: Animate" Action, then the warning shouldn't be showing and the animation should it play.
Is it possible that the Animator Controller asset used by yo…
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The previous third-person camera was replaced by what was formerly the "Advanced third person camera" on AC's Downloads page.
I did try to keep the transition between old and new as smooth as possible, but it's possible that issue…
It is - animate a local instance of the Player in Edit mode, and then remove from the scene.
Then, remap track bindings inside the Engine: Control Timeline Action, checking Bind to Player? for tracks to want to be mapped to the Player.
I can't recreate the issue you're facing, and I would need full details on your project to learn the cause, but if you want to perform something like disable the interaction system, or disable all Hotspots, while a background Interaction is running …
If you attach a ParticleSwitch component to the Particle System, you can use a separate Object: Send message Action to invoke either its TurnOn or Interact function.
Narration dialogue will be displayed in a Subtitles menu. If you want it to appear differently, you can create a second Subtitles menu and set its For speakers of type property to Narration Only.
What is your Unity version, and did you re-assign your game's Managers after updating AC?
Are you relying on any custom/non-AC camera components or assets?
The AC MainCamera will attach itself to a GameCamera at runtime - it's position/rotation et…
It's a question of how you want it to work with AC. I don't imagine you'd have issue simply having it run in an AC scene, but if you want to prevent usage during AC cutscenes, or e.g have an ActionList run once enough has been uncovered, then you'l…
What version were you updating from?
By default, hovering over inventory items should activate the Hotspot menu. Exactly how/what it shows will be based on your settings - if you can share shots of your Menu, and Cursor/Settings Managers, I can ta…
AC considers any speech without a character to be "narration". Is this NarratorNPC's purpose to provide audio? It's possible for a speech line to have audio even if no character is assigned - the speaker should get listed in the Speech M…