By default, the InGame menu's Appear type is set to During Gameplay, which means it will automatically turn itself on/off based on whether or not you're currently in gameplay.
To prevent such a Menu from turning on when its "Appear type" …
Don't attach the weapons to your character's hand model. The root position of your "BodyGuard02_Hands" object remains at the origin of the character - it's the individual vertices of the model that change position.
Instead, attach it to …
If Speech audio can be translated? is checked in your Speech Manager, translation audio will need to be placed in a subdirectory, e.g.:
/Resources/Speech/Innkeeper167
/Resources/Speech/French/Innkeeper167
If you select a sample line at the bottom …
Are you saying that this was previously working with an older Unity version / different format?
I cannot recreate such an issue. Do the Video Player component's Wait For First Frame and Skip On Drop options have any effect?
Try duplicating the Ac…
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Were the TakeDamage animations playing before you made modifications?
The scripts in the combat example call the TakeDamage animation by name. Look for the OnTakeDamage functions in the PlayerCombat and Enemy scripts.
If desired, you can …
The transition between the two animations can be reduced from within the Animator window. This too, however, is not specific to AC.
The main thing I'm seeing, though, is that the character starts hovering - this is likely to do with root motion, w…
The only input AC will automatically add to Unity's Input Manager is "Menu", which is necessary for AC's default interface.
To have the space bar be used skip speech, you need to add it to the Input Manager manually under the name SkipSpe…
If your speech audio files are referenced by naming convention, you can check Use original language audio if none found? to have English voiceovers be played for all but French, provided that English is your game's original language.
Otherwise, you…
AC relies on Unity's built-in animation system - any restrictions regarding accepted file formats are to do with Unity, and aren't specific to AC.
Unity's Animator system only accepts AnimationClip asset files - if you expand a model file in the Pr…
What are your AC and Unity versions, on what platform, and is this in builds/editor only?
Is it possible the "Skip" input is being invoked at the time? What is the effect of disabling the ability to skip?
The Video Player is set to rend…
The issue is that your "MeltdownSequenz" variable is both public (so can be assigned in the Inspector), but also reassigned in your Awake function by attempting to load a file from Resources into it.
If you've assigned the correct asset i…
Welcome to the community, @GrzegorzPEdrycz.
It sounds like you're looking not just to reverse the order in which Actions are run, but also reverse the effect that individual Actions have. As Actions themselves are chiefly a means of triggering oth…
I'm not sure I'm totally following: you mention blending to and blending from - which part of the transition has the issue?
Even if it can't be an NPC, are you able to rely on Unity's Animator component (Mecanim animation system)? Using parameters…
Is this after updating both AC and Unity, or just Unity - and what version(s) were you previously using?
I will need full details of your settings and steps to reproduce the issue.
Disabling the input alone will not disable AC's cursor - you will need to disable the cursor system separately as you're doing if you want to hide it.
The code looks OK - so long as you call it at the right times, it should be fine.
Can you share screens of your full Settings Manager?
If Include Inventory items in Hotspot Interaction cycles? is unchecked, you can set Right-click active item to Deselects Item to have a right-click deselect the item.