I can't see any issue.
If unchecking "Unfreeze pause menus?" has an effect, are any pause menus involved?
To answer your original question, though - sending the "Turn Off" message to a Conversation via the Object: Send message …
Share all of the messages that appear in the Console in Play Mode, as well as the contents of the AC Status box.
What versions of AC, Unity, and Input System are you using?
Thank you, I will look into this.
About the Conversation not blocking gameplay: this is because you have Allow regular gameplay during Conversations? checked in the Settings Manager?
Are the responses handled via the Override options? option in th…
This is what I mean, and you'd only need one instance of it in the scene - not one per character:
using UnityEngine;using AC;public class ToggleLipSyncTextureUpdateMode : MonoBehaviour{ private void OnEnable () { EventManager.OnStartSp…
I see. If you're not looking to make a first-person game, don't use First Person movement.
Again, what camera type are you using, and what inputs are you mapping both joysticks to? If you are relying on any custom scripts / separate assets, pleas…
The state of the old Input Manager should have no bearing, once you've switched over to the new Input System and restarted Unity as per their docs.
The script should have no bearing on the state of the Menus - they come back if you disable that one…
I'm wondering if there's some correlation to the size of the game when playing - there does exist a Unity bug in that Editor window vs Game window co-ordinates can get mixed up.
You're using v1.70 now?
Does your Document menu pause the game when it's enabled? The first Document's ActionList should be triggered when you open the second Document - but it could be waiting for the game to come out of Pause mode to run.
You c…
Changes made in LateUpdate will always override the effects of an Animator. That's just standard Unity behaviour. This is why my first suggestion was not to rely on this - but to use the "Phoneme ID" integer parameter to update your char…
Not for me - I recreated the issue in v1.69.5 and cannot in v1.70.0.
Assuming your Settings Manager hasn't changed, let's see the full Inspector of a Hotspot - at runtime - that shouldn't be showing its icon but is. Also, the contents of the "…
Welcome to the community, @SuperCoolEmile.
I recommend staying away from "looping" ActionLists when possible, as it adds complications when loading save games in particular.
What you can do here, however, is hook into the OnCharacterEndP…
I'm not clear - are you looking to rely on point-and-click movement in First Person, or just use Character: Move to point Actions to move the Player?
The latter should work with First Person movement provided that the NavMesh is set up, and that th…
I wouldn't hold your breath. Again: does the bug pop up even when the earlier Debug.Log statement is used?
What is the behaviour of further resizing the window? Does the "cut off" point in the top toolbar remain in the same place, and d…
Yes, it does look like the names match up - though I'd recommend copy/pasting the name in the Console into the Animator Controller just to be sure.
Just about, however, is a warning about the Animator not playing an Animator Controller - which may …
What time in the video are you referring to, and are you getting any relevant messages in the Console?
Let's see screenshots of your Menu's properties - both its entry in the Menu Manager, as well as the UI prefab it links to.