* Any change if you unset OnStart?
* Any difference between starting the game from this scene vs switching to it from another?
* Is navigation actually possible despite the message?
"Choose Hotspot Then Interaction" mode is used by the 2D Demo, for a working example.
Styling it is a case of modifying the Interaction menu in your Menu Manager, either with the properties there if the Menu's Source is set to Adventure C…
The Scene Manager is where NavMeshes are set. What's your AC version?
What's your Pathfinding method set to in the Scene Manager? It shouldn't show if you're using Polygon Collider.
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The Sound and Animator components should offer controls to allow for playback while the game is paused (Play while game paused? and Unscaled Time respectively).
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I don't know what your ActionList logic is set to, but it should be pos…
v1.66 introduces the ability to use Asset Bundles to store speech files, which is more performant and should give faster loading times - see the Manual's "Speech audio in AssetBundles" chapter for more.
The MainCamera will get its values from the GameCamera its attached to - this includes the clipping plane. Set the clipping plane of your scene's default camera to 9000, and it should remain at that value.
Welcome to the community, @SeamanNaranja.
You can precede the animation/movement Actions with a Character rendering Action that sets the Sprite direction field to Down Right, to lock her to face that direction. You'll need to use the same Action a…
Checking "Is Player?" is shorthand for auto-assigning the Player present in the scene. If you want to refer to the Player prefab, uncheck that and assign it directly.
The OnMenuTurnOn event of the 2nd menu will kick in before the OnMenuTurnOff event of the 1st menu, which makes it a little tricky.
What you could try is setting an internal bool, e.g. "IsTurningOn" to True inside OnMenuTurnOn, and settin…
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Yes, but clicking "Create" beside the field in the Scene Manager will automatically assign it for you. I'll tweak the warning text to make it more clear.
Version 1.66.4
Upgrade notes
* The OnBeforeLoading and OnFinishSaving custom events now require a SaveFile parameter
* The OnBeforeSaving, OnFailSaving and OnFailLoading custom events now require an int parameter for the save ID
* If a Player repl…
My guess is that Unity have made a change to the OnGUI rendering system in Unity 2018.3.
AC relies on OnGUI calls to draw "AC" menus, but it isn't doing anything special with regards to texture display. I'd expect that displaying the sam…
I think you're on the right track - your first attempt at "TextPrompt" will end as soon as the Menu turns on, causing the next ActionList: Run Action to run.
Try giving your wait time a small value, e.g. 0.1s. If the menu pauses the game…