Welcome to the community, @Shevek.
The NavMeshAgent component is only added to the Player if you choose to do so - it's not there by default, nor is required for an AC Player to move.
If you wish to make use of a NavMeshAgent, attach both this and…
Are you changing the names of your Hotspots in the Editor, or renaming them at runtime with the Hotspot: Rename Action?
I'm afraid I don't follow your steps - the ID number (Constant ID?) shouldn't affect your ability to rename a Hotspot. Can you …
Welcome to the community, @DradXV.
There's a couple of ways you can approach something like this:
One is to rely purely on Menus, which is an option because it sounds like you're looking to display a 2D texture/image.
If you create a Unity UI-bas…
So long as you're never changing your standard animation names (idle / walk / run etc) for your Player characters, you could try simply preventing them from being updated after loading save data.
To do this, open up Player.cs, and remove the follow…
Thanks for the details.
The issue is that you're defining your SpeechEventTokenKeys when the Menu is turned on - which occurs as a result of the Speech beginning, meaning the tokens have already been processed by that point.
What you'll need to do…
A UCC Player will still work in an AC scene - the steps covered are to do with ensuring that they follow AC commands during cutscenes, etc. You should find that, without the above steps, you'll still be able to control the UCC Player during cutscen…
Thanks for the feedback
* I was under the impression that an AudioSource can only play one sound at a time. If that's what you mean by "the Sound:Play action does not allow for playing the sound in multple instances simultaneously", I'm …
What is your AC version, and how do the various Manager fields we're dealing with appear when the issue occurs, vs when you're using Mouse And Keyboard input normally with no scripting?
What is your Cursor rendering mode set to?
Are your Menus ren…
If it's part of the UI prefab, then the events will register at the same time the menu is displayed. Though, I should imagine the code you've got should work. Do none of the Debug.Log statements appear?
I'll attempt a recreation. For accuracy, c…
You can always test an ActionList's behaviour by running it manually - click "Run now" in its Inspector at runtime to see if it has the intended effect.
Though, the Object: Visibility Action is for Unity Renderer components - not UI eleme…
It's likely because the Player is resuming what they consider to be their motion at the time of saving.
Remove the above line, and instead look for the private SetPath function. There are five SetPath functions in Char.cs, but only one is private.…
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Use a Local Boolean variable to determine if this has been played or not. Name it e.g. "Played intro" and set it to False by default.
In your OnStart cutscene, use the Variable: Check Action to read it. If it's False, run the In…
What are your AC/Unity versions, and what animation engine does the Player use? It is always the same Player that has the issue?
From your description of the Player: Switch Action, it sounds like you're using the old Player-switching system, pre v…
There are a few ways:
* You can get a report of all instances a particular Action type is used by selecting it in the Actions Manager and choosing "Find references" in the cog menu beside it.
* For a specific Action in a given list, you c…
Your game's Manager asset files are in a subfolder named Managers inside the Assets folder created when you used the New Game Wizard. You can find them by clicking the "Asset file" field at the top of any Manager tab.
Select them all and…
You can get an API reference to access any Manager field by right-clicking the field's label.
So if you want to e.g. update the "Directly navigate Menus when paused?" setting, you can get the API reference to it and incorporate it into yo…
Thank you for the elaboration.
Your feedback is noted and I will take it into account.
Though, I would say that in your provided example, you're looking to use GO variables as a middle-man between a GO parameter and a PM variable. It's entirely p…
What's the state of your Lock cursor in screen's centre when game begins? setting?
Before using the script, be sure to work out exactly which settings / properties etc give you the intended behaviour for your two input modes. That is, get the two …