The issue may be with the Trigger's Action. Does it run correctly if you run it manually? Click Run now in its Inspector while the game is running.
Be sure to check Wait until finish? in your Character: Move to point Action. Without it, you will…
No problem. Just for completeness:
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This'll be set to true automatically when speech begins, but is before the OnStartSpeech event is called. Setting it to false inside that event should be enough to turn it off for good.
Overriding the "Input button name" field with a String parameter is the way to go.
For it to be random, though, you're going to need to rely on a custom script to set the parameter value. The basic principle is that you hook into the OnB…
Currently, this option is only valid for AC-sourced menus. The option ought to be hidden when using Unity UI.
I shall look into seeing if the option can be valid for Unity UI, however.
One method would be to only rely on "On Exit" Triggers, with each Trigger spanning the whole portion of the scene that you want a given camera to be active. So for 3 regions, you'd have 3 such Triggers each spanning their own region.
If …
When using "Transform Position" mode, you need to move the Trigger down to the floor as that is where the Player's origin will be.
It's hard to tell from the video, but it looks like the bottom of the Trigger doesn't pass through the floo…
It's possible if you rely on a Standard Examine interaction instead of a Standard Use interaction - but you can just assign the same ActionList in the different field.
In your Settings Manager's Inventory settings, check Drag and drop inventory int…
This sounds similar to an issue that was reported earlier in relation to crafting - it's possible this has already been addressed.
I shall send you a package to test with via PM.
You could feasibly duplicate your Speech Manager asset file, and then - in the duplicate - remove the unwanted language(s). Then, when building only to the platform in question, use this duplicate Speech Manager instead of the original.
This would…
Thanks, I'll attempt a recreation.
In the meantime, you may be able to work around this by temporarily switching your Cycle type field to Custom Script, updating the new Number of choices field to 4, and then switching Cycle type back to Variable.
At least in that particular example, it would be better/safer to just change the Manager field values when necessary.
Any Manager field value can be changed through script - right-click the field's label to get an API reference to it.
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I'm afraid you will need to be more specific. What exactly did you try, and what animation bug occurs?
You do not need to add any new components if you set the Trigger's "Detection method" to "Transform Position". Have…
Sorry, but I'm going to need more detail on this. Each option should only have one associated texture.
Can you share screenshots showing the issue (the Menu Manager as well as the Variable it's linked to) as well as details on your AC/Unity versio…
In order to save the state of an object in the scene, you need to tell AC what type of data about it you wish to save. This is done by attaching the appropriate "Remember" component to it.
For example, to save the visiblility of a sprite…
I don't advise it, no. The state of a game (both "live", and when stored in save game files), heavily relies on the data set up in Manager assets, so swapping them out at runtime can have serious knock-on effects.
Which Manager(s) are yo…
When using Direct control, you'll need physical colliders (i.e. not just Colliders with Is Trigger checked) in order to block Player movement.
If you want Direct movement, as well as pathfinding, you will need two sets of Colliders, yes. In a 3D g…
As a separate motion controller, UCC does not rely on AC's "Movement settings" for control. You must consult the UCC Manual / contact UCC's developer for information about how to get your intended control scheme with UCC.