A model is not necessary for the Hotspot to function - only a collider. Are you using a Box Collider or Mesh Collider? As a test, use a Box Collider and disable the Mesh Renderer - that way, you can be sure it's referring specifically to that Hots…
Exactly when does the error show? The message is not AC related, but is a rendering warning from Unity.
Unless another sub-mesh in your FBX file has 65000 vertices, it may be that Unity is counting all in the same FBX file together. I would recom…
The issue is complicated because the way you might want the cursor to behave can be so varied. The script offers full animation control over the cursor, but the cursor itself is very complex - with different states, icons, and inventory items.
The…
Welcome to the community, @attiq.
It is not advisable to change the Managers at runtime. The Speech Manager creates ID references to speech lines it finds in the project, including scenes you're including in the build.
If each project has its own…
I expect v1.68.4 will be out in the next week or two, but you can do a quick hack by inserting the following into line 110 of PlayerMovement.cs:
if (KickStarter.playerMenus.EventSystem.IsPointerOverGameObject ()) return;
Are you using the default UI interface?
Make sure that your canvas prefab's Label GameObjects (i.e. those with Text components and nothing interactive attached) have "Raycast Target" unchecked - that can interfere with the detection. I w…
Hardware cursor sizes of 32x32 are a hardware limitation. The Software rendering mode uses Unity's own OnGUI code, so it's likely that differences between build/editor are Unity-related.
A third option, however, is to rely on Unity UI to draw the …
As I was - I get no such behaviour.
As a test, open up ActionListAssetEditor.cs, and replace lines 205-208:
if (GUI.changed){ EditorUtility.SetDirty (_target);}
with:
UnityVersionHandler.CustomSetDirty (_target);
If that has no effect, repla…
When do you preload the scene? In the original scene's OnStart?
OnStart should only kick in once the scene is completely loaded, but if there is such an issue it may be Unity-related. It may be worth keeping the wait there to be safe.
This is a standard Unity error that will pop up if it references a GameObject with components/scripts that have since been deleted.
It's showing when switching scenes because AC searches your project's Resources folder(s) for saved asset references…
Welcome to the community, @jaybee.
Your Action looks correctly set up. I suspect that this is due to AC taking control of his "expression" parameter if you've defined it as the Expression ID integer field in his Inspector.
You could con…
Screen Space Overlay or Screen Space Camera?
* Make sure that you assign the Panel child, not the root Canvas, into the RectTransform boundary field. This is necessary so that AC can determine if the mouse is over just the portion of the screen th…
The Making a first-person game tutorial has a section showing how you can show the active inventory item in the corner of the screen, as opposed to having an active cursor. It does so with the AC menu rendering, but the principle is the same for Un…
If you're just talking about the position of the speech Menu, you wouldn't have to copy the prefab - just create a "dummy" Hero NPC with no graphics, and have him say the lines instead.
Another way would be to create a second speech Menu,…
In what way exactly is it not responding? Do inventory item labels appear when hovering over, or is it only that clicking has no effect?
Rewired is a whole separate input system, that you are using it here is key information. I will look into it …
The "Turn before walking?" option is unrelated. This is to do with how your character's various facing directions are set up. Since it doesn't look like you have an "up" walking animation, it's having trouble deciding which one…