Presumably, removing references to TMPro / SuperTextMesh would still show the issue - because the issue lies with the positioning of the RectTransform Boundary, which itself shouldn't have any such components.
If you can duplicate the UI, remove re…
The InvItem and the instantiated object are two different things - I don't know what you're assigning to as your instantiated object, but an InvItem isn't an asset or prefab file that you can assign.
To get a reference to an item's graphic, right-c…
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That is what I am trying to determine through screenshots. I don't understand your reluctance to share screenshots. Please provide them.
Try also checking "Teleport" in the Action, and also try baking a NavMesh using the steps o…
What is your "Pathfinding method" set to, at the top of the Scene Manager?
Try temporarily disabling your NPC, and dropping in the Demo game's NPC, Brain (from /Assets/AdventureCreator/Demo/NPCs). Hook him up to the same Action - does he…
If you've defined "TextMeshProIsPresent" as a scripting define symbol, there's no need for a "dummy" text box - only the regular RectTransformBoundary and Super Text children should be necessary.
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Correct. This may be ov…
A NavMesh is required for pathfinding - colliders will only prevent a Direct or First Person-controlled player from moving through walls.
Moving a character along a pre-made Path, however, should be fine.
Is it possible that the NPC is colliding w…
The "Interactable" field shouldn't be affected outside of runtime - did you uncheck that field yourself?
I don't know what you mean by "path issue". You mean "filepath"?
Probably best for me to just see this for myse…
To be clear: AC is for traditional adventure games, not ones with combat. Combat mechanics must be added on via scripting, or third-party assets - though an integration script would still be necessary.
See, for example, the provided UltimateFPSInt…
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That's actually as intended - as right-facing sprites are used in place of left-facing, the direction of the sprite (not the character himself) will be right.
However, this does raise a good point. I'll see about adding a separate function…
Apologies for the delay - this post was auto-flagged in the spam queue. You're verified now.
What's your AC version?
As you're using Root Motion, this may be to do with your character animation's import settings. Try locking the "Y position…
Backup your project, and in ActionSpeech.cs, look for the GetTranslatableString function (around line 472).
Replace:
public string GetTranslatableString (int index){ return GetSpeechArray () [index];}
with:
public string GetTranslatableString…
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I can only go by hunch, but it may be because your Settings Manager's Destination accuracy slider is too low. This value controls "how close is close enough" when determining if a character need walk somewhere or not.
You also ha…
Because Remember scripts require the Constant ID number to be displayed and configurable, they have a default editor script to display this as a custom UI.
If you want to expose your custom variables as fields, you'll need to make a custom Editor s…
Sorry, you're saying that when you have it set to "Disable Object", the icons still show, and in their highlighted states?
What of the "Interactable" checkbox in the Button Inspectors? That is what AC should be controlling when…