I believe so, but I shall check.
They aren't cutscenes, however, but interactions. You'll need to define an input named "InteractionA" in Unity's Input Manager, and then press that when near the Dummy Hotspots to trigger their Interactio…
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Not by default, but agreed that this should be optional.
If your Detection method is set to Rigidbody Collision however, you can set the Trigger Detects to Any Object With Component and then enter in "Player".
Even 2D characters have an internal vector to represent which way they're facing. The sprite angle is calculated by comparing this with the direction of the MainCamera - which GameCamera it's currently attached to isn't involved.
If you're looking…
Standard pipeline materials are not compatible with URP. Changing the shader itself is not enough - the old textures need to be re-assigned to the new shader afterwards.
Unity does have a "auto convert materials" option in the Edit menu,…
Are you relying on local Players for your scenes, or a single Player prefab. The only thing that should affect things per-scene is the "Cursor Move Speed" in your GameEngine object's PlayerInput component, but that is only set within the …
The EndCutscene input can be used to skip gameplay-blocking ActionLists in a single-frame.
To speed things up, you'd need to control the TimeScale value, which can be done with the Engine: Change timescale Action.
Placed inside an ActionList asset…
Your Inspector shows one of your NavMeshes has a hole in it - what is this shape, and what of the other NavMesh?
Is this also occuring if you remove the other NavMesh and/or the hole from the active?
Please share whatever you can about this issue …
Sounds like the best thing to do is just have the one Hotspot Walk-to Marker, but reposition it either side of the NPC based on the Player's position.
If you make the Marker a child of the Hotspot, you can do this by changing its local x position o…
Yes, by design the character needs to be considered moving by AC for it to work.
I shall look into making this optional - or provide an alternative function that skips this check.
However, if you move the component to a child object - i.e. not on …
Welcome to the community, @cfc.
Apologies for the trouble. There're a lot of factors involved when dealing with two complex assets like this, so we'll need to do a bit of trial and error to find out what the cause is.
Have you tried either of the…
If you're using this track to affect the Player character, be sure to block gameplay while it runs so as not to interfere with normal Player behaviour.
In the Engine: Control Timeline Action that triggers it, check Wait until finish?, and make sure…
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This is in Chrome?
It looks to be a behaviour of the browser, rather than anything AC is doing. See this thread for an explanation and solution.
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Where is the object moving to, if you pause the game and select it in the Hierarchy /…