2D characters don't so much have a "default" direction. Rather, their direction is based on their rotation. Could it be that your NPCs have a non-zero rotation, such as (0,180,0)?
Your media shows the animation being played, but not the…
Thank you for the suggestions, @stranger.
I'm wary of making any official change that involves referencing assets while changing locations, as Unity doesn't respect changed locations when re-importing pre-existing assets. Though, your steps are he…
It may be a case of Script Execution Order - as both the MainCamera and the separated Advanced Third Person Camera package update in LateUpdate.
Try modifying the AdvancedThirdPersonCamera.cs script file's execution order so that it has a negative …
Have you modified any of AC's scripts - either manually, or inadvertently due to importing a package that overwrites them? I can't see how you'd be getting such an error otherwise.
Try this: back up your project, then remove the /Assets/AdventureC…
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Either using Asset Bundles, or Addressables, will be more performant than relying on Resources folders.
For Addressables, set your Reference speech files field to By Addressable, and then make sure each audio file's Addressable name matches…
You're welcome!
I've looked into the issue further, and can confirm that this behaviour will be corrected in the next release - thanks for bringing it to my attention.
Welcome to the community, @anibal.
It's possible to limit the cursor icon to only valid interactions, but the exact method depends on your Settings Manager's Interaction method value. What is this currently set to?
If set to Context Sensitive, me…
Welcome to the community, @RandallW.
AC relies on Unity's animation systems, meaning that so long as a given character can be imported into and animated by Unity, it'll work with AC. The steps covered in the tutorial aren't specific to the KBH Too…
The unloading of assets may be related to your assets inside Resources folders. How many such folders do you have, and what do they contain? They should only contain the bare-minimum assets necessary.
What else can you share about the project? I…
If you're using custom scripting to determine the intended position, it'd be best to rely on event hooks rather than Actions. The OnMenuTurnOn event is triggered whenever the menu is turned on, where you can perform your raycast as well as change t…
Welcome to the community, @Joyadventure.
If a Button element's Click type is set to either Offset Element Slot or Offset Journal, it'll have another checkbox named Only show when effective?.
If this is checked, then its visibility state will be co…
A Collider on the Default layer should block point-and-click raycasts, but AC will try to find an alternative click point if the one directly under the mouse fails.
The exact behaviour is set in the Settings Manager's "Movement settings" …
Unity UI-based Menus can be set to display in World Space, but they will remain in the same physical space in the scene - they won't move with the camera.
If you want your menu to have a "3D" feel, but remain in the same portion of the sc…
UMA should work with AC without any hassle. You can create an AC/UMA Player by following the 3D Character tutorial, only using a GameObject with a Dynamic Character Avatar component as a starting base.
Essentially: add a Dynamic Character Avatar c…
The [wait] token isn't typically needed unless it's used mid-sentence. If you want speech to always remain until the user clicks to move on, this can be done by checking Display subtitles forever until user skips it?.
As there's too wide a variety…
Welcome to the community, @Lio.
You can use Unity's "Skybox/Panoramic" shader to handle 360 photos.
If you create a new Material with this shader, and give it a panoramic texture, then you can attach it to a Sphere in your scene. Placin…
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It'd be possible to script a custom "equipping" system in AC alone by overriding the click behaviour of an AC inventory menu, but given that UMA connects with Inventory Pro, it does sound like that would be the more natural choice.…
If you don't want the button to be unclickable to due AC consuming the click elsewhere, don't link it to the Menu Manager.
Keep it in the prefab but remove its linking in the Menu Manager - then attach a custom script that contains the following fu…
I haven't encountered or heard of such an issue with earlier MacOS versions. I'd recommend testing in the latest version of Unity 2019 LTS, however.
It'd be worth testing URP, as well. As this relates to camera rendering, a different render pipel…