Very strange - debugging so far has revealed no cause.
This may even be a one-off project issue, given that my own 2018.1.9 test worked OK. If you don't mind, would you mind creating/testing a new project?
This may be a bug with WebGL itself.
I will take a look, but I've removed the link. You must not post public links to AC's source code - it is a commercial asset, which is why I asked for a PM.
Please see the forum rules for more.
If you're looking to set the volume of all music, and not a specific Sound object, then you need to change the "Music" volume. The same goes for ambience and SFX volumes.
If you rely on Audio Mixer groups for audio playback (see this tut…
A Trigger can detect any object with a Rigidbody+Collider.
In the upcoming v1.67.0 update, however, you'll be able to switch to a point-based detection mode - which causes a Trigger to detect a given GameObject's origin position, without need for a…
You can do it by using parameters as an interim.
Create an "Integer" parameter in your ActionList, and an ActionList: Set parameter Action. Check Change own?, select the parameter, set New value is to Copied From Global Variable, and sel…
Sorry, I wasn't clear.
I mean that you have to use the Object: Set parent Action to parent the torch to the scene instance of the prefab - not parent the torch manually.
Drop the prefab into the scene, then create a child object on it that will ac…
Welcome to the community, @13084475.
Actually, there's no need to involve AC in this at all. You can attach an Animator to your background sprite, and use Unity's own animation tools to move it sideways.
See Unity's own docs on animation here: ht…
You're trying to update the prefab, not the scene instance of it.
Drop the prefab into the scene, set the parent to the child in the scene instance. The child will update with a Constant ID component / value. Apply this change to the prefab and r…
You can try attaching a Moveable component to your NPC, but it may not work depending on your NPC's movement settings.
If you don't know what direction to make him face, and want to do it dynamically, you could do it with two Markers. Marker 1 wou…
Sorry, but I can't glean anything from a screenshot so small. Still no Conversation Inspector, either.
If you can create a .unitypackage with your Managers, prefabs / associated graphics, and a test scene that clearly demonstrates the problem, I'l…
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I don't think so. I've tested it in the same version.
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You should be able to omit the Library folder, which should bring the filesize down considerably.
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Exactly as I did, but it worked as intended. Is the "Click Marker" animated circle appearing, at least?
Apologies for the trouble. This may be an issue with your project - you're welcome to zip up the whole folder and PM me a do…