I think the issue here is that I gave wrong values - I'm not sure how I managed to copy/paste them wrong, but apparently I did.
The slow vs fast is, I suspect, due to too low a "Max turn speed" value - so the camera won't turn fast even i…
I didn't say to delete the CustomControllerLink - but make sure it isn't set as the "Animation engine", which is what your error message was suggesting.
Re-add the component, but don't reference it in the Player component. Then share scr…
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I wasn't referring to changes with the lipsync fields. With the new release, the Auto-name speech files? and Get speech from AssetBundles? options have been replaced with a single Reference speech files dropdown, which should be set to By A…
While you may get by with basic root motion on a 2D character, the built-in character motion system isn't intended for climbing / jumping mechanics. It's likely you're going to want to write or implement a custom motion controller to move the chara…
As this is a very visual issue, can you share a screenshot or sketch to make sure we're on the same page?
This sounds like it's not just about having the camera rotate, but also the player too, right?
The provided 2D camera assumes "up is up&…
Poor Tin Pot!
To be clear: you're using the new Robot Player character that's created as part of the tutorial, and not the Demo game's "TinPot" player prefab?
If so, what is the effect of using this prefab? Drop him into the scene by fi…
For what backend purposes do you need the cursor names to be different?
You shouldn't need a script so complicated as the above to deal just with Hotspots - the following, attached to each Hotspot you want to override, should do it:
using UnityEng…
You need to specify the "SetJumpSpeed" function - not "Turn On".
Set the Action's Message to send field to Custom, then the Method name to SetJumpSpeed.
Alternatively, use the Object: Call event Action to select the function di…
The music data will be resumed automatically - and stopping it instantly will cause any crossfade attempts to be ignored since there's nothing to crossfade from.
To get around this as a "quick hack", you can open up StateHandler.cs, and c…
So the next scene has a "Default sound" defined as well? I take it you're using the Scene: Switch Action to change scene.
I'll attempt a recreation. What are your AC and Unity versions?
If they're intended to be separate speech lines - i.e. not repeated lines shared by different characters, then best not to rely on parameters, as the Speech Manager will need to have those fields directly assigned.
If you rely on player-switching, …
This all sounds very specific to your project - there's not enough here for me to recreate any issue in a generic way.
Are you able to create a cut-down version of your project (i.e. stripping away all unnecessary assets / scenes) so that it only h…
What is your AC version? The errors suggest you're not using the latest release.
The CustomControllerLink is not an animation engine - don't assign it in AC's Player component, just add it to the same GameObject. You can share screens of your Pla…
How big are the bundles? They aren't always loaded in instantly - do they hold more than just the speech assets? If they're too large, they may not have finished loading before you trigger any speech actions.
Again, what is your AC version? The …
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In what context? Does each character say the same thing?
If you don't rely on speech audio, you can parameterise the Action's Speaker field so that you can set the speaker at runtime. See this tutorial for more on parameters.
Other ways …
Welcome to the community, @windofwar.
There's a number of techniques to changing a character's clothing in Unity - it really depends on how complex / involved you want it to be. A proper costume customisation system would really need to involve a …