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How are you integrating the two? Let's see the script/method you're using to connect them, your full Player Inspector, Settings Manager, as well as your AC/Unity version numbers.
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This affects AC player movement - not a third-party …
Please follow my instructions carefully - it's something very specific that I need to see.
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You have two sets of both of these axes listed - please share screenshots of all four axes expanded.
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Try this, too, with the Tin Pot demo pl…
AC and Unity versions, please.
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As in, WalkFwd's Threshold is 0.5, and RunFwd's is 1? Your walk and run movement speeds in the Player Inspector should match these values. If you need him to move physically faster, set the values in the Pla…
I suspect that this is a Unity error, perhaps one even specific to your system. What platform are you building to, and does this occur when testing in the Editor?
Though changing AC's camera settings affects the behaviour, there's nothing there th…
You're using the "Sprite Fader" component?
I can consider adding an "Affect children" option to it, but this too is something best handled through animation - only an Object: Animate Action is necessary then.
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Hotspots are detected using Unity's provided OnTrigger functions. They should be listed in the order in which they enter the "Hotspot Detector" region, but if multiple appear in the same frame it's then involving Unity so I can't …
That looks OK. The Linked Button field will get cleared because Unity can't retain a reference to a prefab's child, but the Constant ID values match (which is how AC gets around that).
What exactly is the behaviour, now? If you revert the When in…
Welcome to the community, @prince_lir.
See the note in the Manual's "Character animation (Sprites Unity)" chapter: you must ensure that the character's feet are at the position of the root GameObject. This can be done by setting the spri…
"A lot" can mean many things, but its true that Rigidbody2D components can have an impact on performance - particlarly on mobile.
The techniques between the two Trigger scripts are different - but you can still adapt the PointTrigger2D to…
It means that data about the ActionList asset is still being stored. This could be because it's involved with a Conversation override, or is part of the skip queue - likely the latter.
Try unchecking Can be skipped? in the asset's properties - doe…
First of all, have your Conversation menu rendered with Unity UI.
If your Input method is set to Keyboard Or Controller, you can then use the Engine: Manage systems Action to enable/disable direct-controlled menus when the Conversation menu is turn…
It'd depend on how interactive you want the close-up to be. If you want regular interactions, manipulation etc, then Hotspots would be recommended.
Certainly you can use a Menu to add an "Exit close up" button - see something similar in …
Welcome to the community, @smokeincaves.
You want to use AC's "Context sensitive" mode. In your Settings Manager, set your Interaction method to Context Sensitive.
This causes your game to be a one-click interface - you can left-click t…
Please be specific - "last" being which one, and again - your Unity version.
Let's see the full script itself - as well as more detail about what it is exactly you're trying to do.
There isn't an "official" Action to do this, but you can incorporate a custom Action that does.
* you can check for this, and anything you need to - with the use of a custom Action.
The currently active Camera is listed in the MainCamera…