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Given that, it may be Unity-related. What if you check/uncheck this while not paused?
The camera motion shouldn't affect the positioning of the character. Does your Player's Rigidbody make use of Interpolation? Try enabling this if not.
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Please don't crop your screenshots - I need to get the full picture.
You will, however, need to uncomment the same line as before if you're not using Unity UI:
screenPosition = new Vector2 (screenPosition.x * ACScreen.width, (1f - screenPosition.y…
You mention prefab, but are you using Unity UI for your Menu's Source? The default SubtitlesUI prefab features rounded edges.
If not, I recommend switching to Unity UI as it offers much more in the way of customisation. You can enable it by switc…
Make sure that your NavMesh collider have "Is Trigger" checked, and that your Player's sprite child has a local position of 0,0,0.
When does the issue occur? Any time the character moves, or when the scene begins? Where is their PlayerS…
I'm afraid not - Actions aren't MonoBehaviour scripts, you can't rely on standard Mono functions such as Start.
Rather than converting it to an Action, though, it's easier to just use the Object: Call event or Object: Send message Action to run cod…
NavMesh / navigation shouldn't affect things - the most likely culprit ought to be the camera. What is the state of the AC MainCamera during this time, and is it tagged as such?
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Expressions can't be assigned an intensity value: an expression is either active or not. The Object: Blendshape Action doesn't have this limitation, however.
Another way to animate facial expressions, though, is to move your cutscene to Timeline a…
If Extend cutscenes to fit min shot duration? is checked, then another ActionList will be generated to extend the cutscene when the Camera: Conversation Action's "Stop" command is run.
If you want to switch back instantly with this option…
I'll look into providing some tutorials, but you're welcome to ask any questions related to them here.
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Objective descriptions can be shown via a Label element with its Label type field set to Objective Description. The default Objectives m…
Does this occur in a fresh AC scene, so the issue is only occuring in a single scene?
My guess is that - however subtle - there is some key difference between scenes that are working vs those that aren't.
Mixer groups shouldn't normally be referenced by scenes - AC will assign them from the Settings Manager directly.
You may need to make the Settings Manager addressable, and/or your UI prefabs, if your menus rely on them.
Welcome to the community, @UmutD.
At least going by the screenshot, you're probably best off leaving Documents for their intended purpose, and continue to rely on AC's speech / conversation systems for the display of such text and giving the player…
Does 16:9 refer to the aspect ratio of your monitor / build, or the enforced aspect ratio inside the Settings Manager?
If you're enforcing an aspect ratio, Unity UI canvases should make use of the "Auto Correct UI Dimentions" component to…
I think I could have been more clear on things in my first reply - apologies for this.
A single Journal element can only display a single Journal/Document page at a time. It's possible to display multiple pages by having multiple such elements, bu…
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As in, a fresh AC scene with a new Cutscene?
ActionLists themselves won't control the character, but the integration does give control over the Player back to AC when gameplay is blocked.
Do you have such issues when testing the integratio…
The Action looks OK, in that it should cause the Menu Button to behave as though it were clicked.
You can check that this is the case by temporarily switching its Click type to e.g. Turn Off Menu to see if running the Cutscene causes the Menu to cl…
You can end the speech line's text with another expression token to reset him:
[expression:none]
If you want to automate this for all characters, you can hook a custom script into the OnStopSpeech custom event:
using UnityEngine;using AC;public c…