A Hotspot's Marker is assumed to be reachable - if the Player couldn't reach it, it'd be more common that it's due to an unwanted collision, in which case the Interaction should run once they've moved as close as they can to it.
What's the exact be…
Welcome to the community, @TheMadMen.
So each island would be a separate scene? Would you switch between scenes (i.e. only one open at a time), or add/remove the based on Player position (so that multiple could be open at once)?
Certainly you'd n…
AC merges holes with NavMeshes using Unity's SetPath function.
To get best results, you'll need to make the shared vertices of both meshes overlap perfectly. Instead of creating a new hole from scratch, copy/paste the NavMesh's PolygonCollider2D c…
As in, outside the "Nav mesh sprite outer" object boundary?
It's the same behaviour for me - clicking those areas still has the player move as far as they can within the confines of the NavMesh.
The only issue I'm seeing is a duplicate o…
If a Menu has the potential to be repositioned by the screen edge, don't uncheck Always fit within screen?, as it'll then be possible to be displayed over the boundary.
You can switch the Size properties of both the Menu and Label elements to Autom…
I've sent you a PM, but for the benefit of others: I'll provide a fix in the next release, but removing the Rigidbody2D and CircleCollider2D components from the Player should remedy this in the meantime.
All that's needed - at least on my end in the repro - is to increase the NavMesh search % slider in the Settings Manager.
If need be, you can modify this through script - like any Manager field - but I feel this particular field should be kept as a…
If you're in Cutscene mode, the cursor will disappear unless you assign a Cutscene cursor. You can assign a Cutscene cursor graphic in the Cursor Manager.
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I mean, if things were working for you before - then by all means stick with your ex…
I'll attempt another recreation.
But it may be possible to have a custom script hook into the OnHotspotSelect event to force-off the Interaction menu if it's showing for a different Hotspot:
using UnityEngine;using AC;public class ForceOffInteract…
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It may be a bug. Can you share screens of an Action that causes this, it's entry in the Speech Manager, and the rest of your Speech Manager settings?
What's the "AC Game State" set to during this time? It's displayed in the "AC Status" box which can be enabled at the bottom of the Settings Manager.
Using AC alone, the cursor should only hide (or switch to the "cutscene&…
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AC will only gather text that it can safely assume is part of the game - so that old/unused/etc ActionLists are rightly ignored.
If you reference an ActionList through script only, you'll have to reference it in an "AC way" separa…