Welcome to the community, @hwinstead19.
There's two ways to do this, depending on your preference:
1) Hook up the UI Canvas to AC's Menu Manager, and then connect the Text component to a Label element. This allows AC to control its contents at ru…
1) To have it only work at certain times, you'll need to use a variable to determine when it should work.
Attach a Variables component to the same sprite/Hotspot and define a single Bool variable named e.g. "Can Click Away". Replace the …
What of the Sorting Maps themselves?
If the purpose of switching Sorting Map is to keep the sorting order / scale fixed, try using the Character: Change rendering Action to lock those values in place, rather than changing the Sorting Map.
It looks…
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In the latest release, you can: clicking an item's cog menu in the Inventory Manager offers a "Give to Player" option, to add the item to the Inventory without need for Actions.
The Action needs a character to be assigned as the options that it presents are based on that character's animation engine.
The Is Player? option causes it to refer on your game's default Player prefab - as define in the Settings Manager. If this …
Welcome to the community, @gk82.
What is your AC version, and are things now working?
If your character uses a NavMeshAgent (and no other custom control script), then you will need a NavMeshAgent Integration component as well - regardless of wheth…
This is for a 2D game?
I would say that the complication is less to do with the NavMesh itself moving, and more the fact that you'd need to move the Player as well.
If they're pathfinding themselves during this time, you'd need to update their own…
I'm afraid I'm getting "Access denied" messages on those links.
Does the issue occur if you drop the 2D Demo's Player prefab, Brain2D, into the scene to override your own?
That's all as I understood it.
For a character to have a concept of "backward", they need to be on a node with at least two directions. The one you've shown only has one.
Be aware that as a downloadable package, it's all open to be chan…
If you don't want to rely on a menu or Hotspot covering the screen, it's best done with a simple script. If the sprite itself is a Hotspot, you can check to see if it's active when the mouse is clicked, and then run an ActionList:
using UnityEngin…
I'm not sure what I'm looking for in the screenshots. Is the head-turning working now?
Switching to Mecanim is still a choice - if it's mostly working for you, you can still continue to use Legacy, though Mecanim does give you much more flexibilit…
You could define an "Interaction on drop" ActionList in the PickUp's Inspector that uses the **Object: Transform" Action to return it to its original position.
Or you could attach a script to do this automatically. There's on on the…
What are your AC and Unity versions, and are there any colliders between the camera and the floor (on the NavMesh or Default layers) that may block a direct click?
Yes, and it also looks like you've only got one direction defined.
A character will always face along one of the node's directions when standing over one, so if there's only one direction - they'll always face in that direction. Is "Node A&qu…
The video shows the issue, but not much in the way of what might cause it. Let's see some screens of your Player's Inspector, and the objects that make up the scene.
What are your AC and Unity versions, also?
Is it possible they're getting caught…
Is the model file's "Rig type" similarly set to "Legacy"?
Unless you have a specific need to, I'd recommend using Mecanim for any 3D character - Legacy is outdated, hence the name.
That said, the Legacy head-turning system work…
What is it you're actually trying to do? And what is the result of single-clicking a Hotspot? To have the Player move towards it (in a cutscene or not?) before running the default interaction?
Best to see the Hotspot's Inspector as well as your S…