If it works with Tin Pot, but not your own character, then the issue lies with the way your character is set up.
Triggers have two ways of detecting objects - see its Inspectors Detection method field.
Its default value is Rigidbody Collision, whi…
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It's not XML, but it is possible to define custom speech text tokens - see the Manual's "Speech event tokens" chapter for details.
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Any Manager field can be changed at runtime through scripting - just right-click on the fie…
I would need more details. You're saying that elements are showing even after using the "Menu: Change state" Action to hide them?
Please create a new thread with screenshots showing your set up, as well as AC/Unity version numbers.
Glad you've fixed the bouncing.
To stop the NPC from attempting to go "through" the collider, you'll also need to define a NavMesh in the scene - which should describe the area that characters can move around in.
To move around an obstac…
You'd need to create a Variable that you can use to record the state of the TV - i.e. a Boolean (True/False) named "TV is on".
Variables can be stored globally (per-game), locally (per-scene), or as components (per-object). In the case o…
It gives you precise control over when the sounds are played, as opposed to AC approximating it.
The Automatic method shouldn't give you such an issue, though. What's the difference with your character's setup now that it's working vs before? Wha…
I would need more detail on the problem itself. I don't know if you're referring to a Hotspot on "Player 0", or if Hotspots in general don't work with controlling "Player 0".
Please elaborate on the issue - with screenshots sho…
Is the issue that the audio starts too late, or that AC's lipsyncing starts too soon?
The RTVoice/AC integration is handled on the RTVoice side, so you may need to contact them regarding the delay in the audio.
I shall look into the effect of [wai…
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The tutorial covers two ways to have audio be played - either automatically, or through use of animation events. Which are you using, and what are your AC/Unity versions?
If you can, please share screenshots of your Player's Inspector - bo…
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You raise a good point - I've updated the script with a "Top Angle Freedom" Inspector field that should address this. Give it a try and see if it helps.
For something more complex than one-frame-per-shape, you'd want to rely on animation.
If you create each phoneme as a separate animation (by combining multiple Blendshapes in a single Animation Clip), then you can incorporate them into your charact…
Very odd. I can't recreate such behaviour, myself, though.
Try temporarily removing all non-essential components, both from the child and the parent - including the Animator and any other Remember component you may have.
If still no luck, you're …
Welcome to the community, @Taurustar.
AC connects elements in the Menu Manager with Unity UI components via Constant ID - so if there's no ID recorded, you'll have to create one.
This process should be automatic upon re-assigning the component to …
Welcome to the community, @btownsend.
When using "Sprites Unity" mode to animate a 2D character (the default option for 2D characters), AC will choose which directional animation to play based on their current rotation - not from the defa…
Recreated.
It's possible to change the manner in which an item is selected (use vs give) when selecting an item via the Inventory: Select Action. But with this combination of settings, it's best to rely on a simple script to handle the automatic s…
It may be coming from the UCC Integration's InitSceneExample script, which should not be present in your own scene - it's just to set up the example scene.
Check your GameObjects for this component and remove it - or alternatively, open up the scri…