Your Unity and AC versions are too old - the package requires a minimum version of 2017.4.3.
In a fresh project, import the latest AC from the Asset Store into a newer Unity release and try again - the Inventory Manager should import correctly, as …
So, the exit sequence isn't a part of the Conversation itself - just a series of Actions that run when there are no options left?
In that case, you can hook into the OnEndConversation event to run a new Cutscene.
For example, attached to a Convers…
Good timing.
As part of AC's upcoming v1.72.0 update, I am overhauling the inventory system - making it much easier to script custom inventory management. As a guided example, I'll also be releasing a "shop system" as a downloadable extr…
Welcome to the community, @artilectzer0.
The wiki page you've linked to is outdated - AC's TextMeshPro integration is now built in.
See the Manual's "Supported third-party assets" chapter for details, but you can enable the integration b…
Line breaks via the return key pressed in a Dialogue: Play speech Action should transfer to its display in-game.
It's also possible to use the escape sequence "\n" (without quotes) in your speech text to separate by line.
It would depend on how you mix two versions together - but unless you're dealing with a very specific part of a script it's unlikely to be simple.
How are your custom scripts written? Do they need modifications to AC's API, or do they rely on prov…
It's not clear from the screenshot why you need to change Sorting Map - can you explain more on this? It may be possible to avoid doing so.
Regarding the issue, check that your Triggers' When running properties are set to Run In Background.
Since…
Welcome to the community, @MagicCauldron.
For completeness, here are two other ways to approach this:
* In your scene's "OnStart" cutscene, use a Scene: Check Action to determine which scene you just came from, and follow it with an Obje…
I can't reproduce such an issue myself, but you can recreate the example Inventory Manager easily enough: it's just got three items named Red, Green and Blue.
No interactions or special settings, just each has its "Main graphic" set to Re…
Are you looking to change camera as part of gameplay, or as part of a cutscene? The latter should be demonstrated when interacting with the dummy on the right in the example scene.
What does the "AC Status" box detail about the state of …
Welcome to the communuty, @Anate.
AC's draggable system is for 3D objects only. However, you can make use of AC's "Drag and drop" option for inventory to implement a simple drag/drop mechanic in 2D.
A little custom scripting is typicall…
Speech tracks have the option to display for the same duration that they would if triggered via an Action, but the Timeline itself will continue on without waiting for anything.
If you wanted to delay a Timeline, or use conditions to determine its …
Apologies. Commenting out line 209 should not be necessary so long as "Snap camera if shared?" is unchecked, but you're quite right about line 140. I'll address this in the next update.
Welcome to the community, @placyd.
Locking a menu is appropriate here because it prevents it from turning on even when its "Appear type" condition is met.
A Menu can be unlocked just as easily, though - in this case, when the user right-…
Since you're using Sprites Unity Complex, what animation gets played - outside of Timeline - is totally dependent on the Animator parameter values.
AC will only control the parameter values you allow it to - but the effect those values have can be …
The process shouldn't be much more than that, certainly.
The NavMesh and Player system are both independent of the interaction system - you can ignore those so far as this problem goes.
Have you added both scenes to Unity's Build Settings? Apolog…
How are you triggering the animation, and is it running before the idle issue occurs?
When dealing with two complex assets like this, it's hard to tell where an issue might come from. Try comparing both the Animator, and the character's root Inspe…
If there weren't potential obstacles in the way, I'd say it might be worth relying on Timeline, since you can use that to trigger AC speech at the same time that Animation tracks move the characters.
But if things are more dynamic, this might be a …
If you were transitioning between states, as opposed to wrapping everything in a Blend Tree, then you could extend the "Transition time" to smooth things out.
But as you're converting the original Expression ID integer parameter to your o…