The cards move because of your own Card script's OnMouseOver function. If you don't want the card to move when hovering over it, comment it out.
If you instead want cards to move to another Transform - instead of a fixed position - then the CardSp…
Your video did not capture the script when you alt-tabbed to it. Which script are you using now? The one in my last link?
The video also does not show where and how you've configured this script's Inspector.
What does the Console say? If you're…
AC doesn't directly pause sounds when the game is paused - it's built-in behaviour of any Unity AudioSource that doesn't have ignoreListenerPause checked.
If you want to run some custom code at the time the game is paused, you can do so by hooking …
The option is valid for both - but will only position above the character speaking, not the one you're currently engaged in a Conversation with. Though it sounds similar to describe, on a technical level these are two separate behaviours.
Because …
Depending on your Settings Manager's Interaction settings, the option to choose between Use vs Give will be shown when defining a Hotspot Inventory Interaction when an NPC component is either attached or a parent.
What are your settings, and AC ver…
It sounds like it was indeed down to the 2D animation code, but if you ever have need to, you can change the "Timeline" option at the lower-left of your last image to "Hierarchy" to get a drill-down of the exact scripts/functions…
The tutorial you've linked to is dealing with traditional first-person, i.e. in 3D.
2D first-person is separate, and typically just involves having a regular 2D scene without an on-screen Player character.
Unless your game is actually a 3D game, d…
For WASD movement, set your Settings Manager's "Movement method" to "Direct". Control will then be based on Horizontal and Vertical inputs, which you can map to these keys in Unity's Input Manager.
You'll also need to configure…
When you last had this issue, it was because you didn't have the inventory items in your current inventory. Might this be the case again?
The script parents all spawned cards to the Transform fields in your Inspector - check the Hierarchy to see i…
I suspect that the issue is that the RawImage is being picked up by the InventoryBox element for its own use, so it's being controlled by AC as well.
Rather than making it a child of your Slot object, make a new parent (i.e. SuperSlot) and parent b…
You can incorporate the code from CardSpawner and your GameMan script, so that the cards get spawned and kept track of, for later removal.
For example, this hybrid below. Make sure your Card prefabs have the Card script attached, and have the Card…
Neither of the elements in your screenshot are set to type Container - where is your "Click behaviour" setting?
I have recreated the Container -> Inventory issue, however, and will address this as part of the next update. I need more …
My comments above don't need involve to involve any cutscenes beyond just switching the camera. One the camera has cut, you can still rely on e.g. Conversation objects to make your dialogue interactive.
Remember components are used to save specifi…
There's no need to re-invent it. If you already have it working without AC, you don't need to rely on AC to make something similar - you can still use the same scripts and AC at the same time.
You just need to incorporate those scripts onto your c…
A potential "Map scroll audio to character" option should solve all of those issues. I'll give it some consideration.
In the meantime, you can do this by overriding the Dialog script's PlayScrollAudio function.
Create a new C# script na…
A custom inventory box should still be able to list a Container's items if OverrideContainer is set.
It may be that we just need a different way to set OverrideContainer.
Rather than the above script, try instead this one as a test:
using UnityEn…
What kind of lag are we talking about? Is it noticeable at all times, or only when performing certain actions, e.g. pathfinding?
I recommend first running a Deep Profile analysis using Unity's Profiler - that should give some clue as to where the …