What's stopping the Hotspot being dragged onto the prefab? There's no restriction so far as AC is concerned.
Is the prefab present in the scene, and what kind of collider is present on the object? Screenshots of the elements concerned will help u…
It's not so much an issue with the camera itself, but the relative update calls between that and the Player, which is now moved using the Animator.
Any difference if you replace the Character Controller with a Rigidbody that uses Interpolation, and…
Welcome to the community, @Obricorn.
What is your Title menu's Appear type property set to?
When a Menu is locked, it will not turn on even when this condition is met. You can lock your Title Menu by using the Menu: Change state Action. You can …
I see no issue. At what point exactly is the active item being disabled - when using with a Hotspot or item?
The de-selection should only occur if there is no matching interaction for the attempted combination. This is what's meant by "unhan…
You needn't rely on NavMesh Segments for 3D navigation - they're just a convenience tool. Any mesh placed on the NavMesh layer and baked in Unity's Navigation window can act as a floor.
Dynamic evasion in 3D is a complex topic, and AC relies on Un…
There are alternatives - you could, for example, delete or spawn such objects to/from the scene using the Object: Add or remove Action.
You could also control the visibility of it through animation playback.
However, outside of edge-case scenarios…
I've updated the script to account for hovering over a Hotspot - grab it again and see if the issue remains.
If so, what is the effect of removing the script from the scene, so far as clicking such Hotspots go?
I'm not sure I follow. The "real" text box should be able to sit in parallel to the dynamic objects in the Hierarchy. To my mind, you'd be looking at something like:
* Canvas root
* * Real text
* * Resizing Bubble
* * * Dummy text
Thanks for the alert about the now outdated asset links. I notice you've found a solution over on this threadl, though I'll see about updating the tutorial.
AC's camera system works similar to that of Cinemachine, in that the many GameCameras you place down in the scene are purely just reference markers for the MainCamera.
AC's MainCamera is the only one that will actually do any rendering at runtime. …
Welcome to the community, @DedHed. What are your versions of AC and Unity?
Can you elaborate on the "lag and glitches" that you're experiencing? If you haven't already, have a look through the "Player prefab: First-person" tem…
The Character: Animate Action can be used to return a character to idle, but that depends on their chosen animation engine.
What animation engine does your character rely on, and in what way are they being animated that needs them to be reset?
Have you previously played as the new character earlier in the game, or is then when switching to them for the first time?
Check the Console for messages. You may need to ensure that all involved cameras have Constant ID components attached to the…
The issue will be down to some key detail hidden amongst the various fields and settings. Screenshots would be best, though I'd need to know the results of switching to AC-based menus first.
Those other assets wouldn't be contributing to the issue…
The location of the component shouldn't matter - so long as its part of the UI prefab's hierarchy and the Inspector fields are assigned.
Still, working now?
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That's right. Though I'm not sure what I'm looking at in the second screenshot - a sub-layer should look similar to the base layer, just allowing you to play two animations at once (one to set the enabled state of gameobjects, another to pl…
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These fields are used to ensure that the NPC remains within a set distance range from the character they're following - it won't cancel the follow command.
Attaching a pair of Triggers to the NPC would be one way to do it, but you could do …