Welcome to the community, @hal.
This occurs because your Movement method is set to None. Unless it is set to Point And Click, you must be in "Cutscene" mode in order to move the Player.
I shall consider how this restriction might be lif…
What do you mean exactly by "vertical positive"? Is he moving upwards, or forwards?
Is it always forward from the direction the Player is facing, or does he move along the same axis even if you manually rotate the Player in his Inspector…
Cinemachine cameras can be controlled either by priority numbers, or by disabling/enabling the GameObjects they're attached to.
Cinemachine is a separate asset to AC, so you'd have to either rely on animation or a custom Action to control it if you…
Welcome to the community, @tomtomterrific.
Indeed, the Cursor Manager's Cycle interactions with right-click? option is dependant upon the Settings Manager's Interaction method being set to Choose Interaction Then Hotspot.
Yes, you can largely automate this through use of custom events.
Custom events are a way of running your own code when AC performs common tasks, such as when a character speaks in the tutorial above.
You can use the above's OnStartSpeech event to …
It should be that assigning the player prefab directly is enough. However, only one Player can be active / present in the scene.
If the line is played and a different Player is currently active, the line will play but not associated with any chara…
Any related messages appearing in the Console? What are your AC/Unity versions, also?
So that I can recreate, please share a sample txt file, as well as images of your Speech Manager's "Lip Sync" settings, Phonemes Editor.
Are you anima…
You can reduce the Settings Manager's Destination accuracy slider to increase "how close is close enough" when it comes to pathfinding, but it's a global setting and will affect all characters.
What you could do is try hooking into the On…
I'll need to see this for myself.
If you can, please prepare a .unitypackage file for me to test. It should include a scene to test, your Managers, your Player prefab, and your player's asset files (sprites, animations, animator controller). PM i…
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Was there supposed to be another image linked here?
I'm afraid I don't follow your explanation. You say its visibility is being remembered - why should it be toggled, and how is the pause menu underneath the Hotspot?
Please elaborate with…
AC and Unity versions, please.
You say "during the dialogue" - are you referring to the characters speaking, or displaying the Conversation's choices? As I said in the linked thread, the option only affects the latter.
If you are talkin…
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I suspect that you've applied changes you made to a Conversation back to the original prefab, in Assets/AdventureCreator/Prefabs/Logic. This can occur if you click "Apply" in your Conversation's Inspector.
To reset the Conversati…
You're re-assigning petitioner with a ConstantID value - which may not always be present.
What you can try is instead rely on a "runtime" petitione variant this is separate from the one you assign in the GUI, i.e.:
GameObject runtimePeti…
Since you're using a Unity UI-based Interaction menu, AC relies on the "RectTransform boundary" to determine whether or not the mouse is over it or not.
What is the size of this boundary when the UI has finished animating on? Does it ful…
ActionLists can accept parameters, which allow you to override fields at runtime. This makes it possible to "recycle" ActionLists that perform common tasks.
For more, see the Manual's "ActionList parameters" chapter, this text …
If you attach the Remember Visibility component to your sprite, you can set its initial Visibility on start value. This will override the SpriteRenderer component's enabled state, so you can disable the SpriteRenderer in edit mode, and it will stil…
Yes, please post screenshots of everything on e.g. imgur.com, and link to them here. Player, Settings Manager, Input settings (with the Horizontal and Vertical axes settings expanded).
What do you mean by "can't see hotspots"? You're ta…