If an error message is showing, please share it.
If you're using player-switching, and the dog prefab is listed in the Settings Manager's list of Players, then you don't need to assign the prefab directly in your Action - you can check Is Player? i…
The Variable you're dealing with is a Local one, so it won't exist in the other scene.
Once you switch scene, any Local variable you reference will be for this new scene - not the original.
Which variable is the alert popup basing its display on? …
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It can be anywhere in the scene - just don't assign any graphics to it.
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If you're using an AC menu, comment out the line:
screenPosition = new Vector2 (screenPosition.x * ACScreen.width, (1f - screenPosition.y) * ACScreen.height);
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Can you share your AC and Unity versions, as well as screenshots of your Settings and Cursor Managers? I'll need to recreate the issue with your exact settings.
Welcome to the community, @wackomedia.
As this is a visual problem, can you share some screenshots to illustrate the situation?
If you want to make use of Off-Mesh Links, you'll need to also rely on Unity's NavMesh Agent component to react to it.
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To avoid conflict between both your animation and a GameCamera both trying to control rotation (depending on its settings), it's better practice to place them on separate objects.
You'll want to animate it as part of a Unity UI-based Inventory, with the item's graphic being a separate RawImage object in the canvas hierarchy.
When the player takes an item, you can use scripting to update the RawImage's texture with that of th…
The most convenient way to work with that behaviour is to rely on regular speech Actions in your Hotspot's Interaction. If you use a fake NPC for the speech text, you can limit this NPC's speech text to a specific menu.
Having things close if the …