Your NPC has a Nav Mesh Agent component, but no Nav Mesh Agent Integration component. The latter is an required for AC characters that make use of the NavMesh Agent - see the Manual's "Unity Navigation pathfinding" chapter for more detail…
Animate in what way? If you want to scale up all of the frames, you can just increase the size of the Canvas's GameObjects that contain the associated Image components.
Alternatively, if you uncheck Animate? in a cursor's properties, then Unity UI…
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This forum doesn't support image hosting - imgur.com is the recommended way of uploading images to link to.
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Apologies - I mean the Sort Order field in the Canvas component. See the Manual's "Menus overview" chapter for mo…
Did you uncheck Include dependencies?? It shouldn't be that large. Either way, you can upload it to a file-sharing service e.g. Dropbox and PM me the link.
Version 1.66.2:
Upgrade note
* As part of a bugfix, Remember components on Player prefabs no longer have their data loaded when changing scene through natural gameplay
Changelog
* Added: Ability to set the MainCamera shake intensity in AC MainCa…
The UI system is completely customisable from a visual standpoint - see the Manual's "Menus overview" and menu tutorials.
Menus in AC generally have two rendering modes: Adventure Creator (built-in) and Unity UI. The AC mode is quick-and…
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Only if Order save lists by update time? is checked.
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Again, check the actual files. If you save in slot 5, do the save file and screenshot file for "5" get updated?
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It's ignored if the "useSaveID" param…
What're your AC and Unity versions, and how are you setting the parameters?
If you can create a single scene test package with the NPC prefabs / ActionList assets necessary to recreate it on my end, I'll have a look.
ManualConversation just controls when the Conversation menu is turned on - nothing to do with its display relative to other menus.
Are you talking about one Menu being drawn on top of another? This sounds like a visual problem, in which case pleas…
Have you checked Unity's log files to try to find the reason for the difference between the build and the Editor? I can't see why you'd be getting different behaviour.
Try checking both Save scene presence? and Retain in prefab?, and then entering…
Seems to me that much of that could be simplified by further use of parameters. If the (in-scene) ActionList had a boolean "Is open" parameter, you could then set/get that instead of the toggle state.
If so, all you'd then need is a way …
The persistentDataPath is local to your own computer - and since it's not in the same directory as the build itself I don't see how saves will transfer unless you manually copy them over.
Upon saving in the Editor, AC will tell you where the file i…
GetHotspotMovingTo() should be enough to check if the Player is "soft" moving to a Hotspot.
Do you have Update if string is empty? unchecked in your Label's properties? The default verb label shouldn't disappear during the Interaction in…
You've not shown how the Action itself is being run, and since the Player in the video is blocking the NPC from moving, it's not clear if they have stopped and only the walk animation is continuing. How exactly is the Action run, and please share f…
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IIRC Unity have taken away the "Break Prefab Instance" option from the toolbar, but so long as you don't re-apply changes back to the prefab you should be OK.
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This is just the way Timeline works. IIRC you can use an Activation track on the Image or Canvas GameObject to have it disable when the Timeline is not running.
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Quite right.
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The script is unrelated to the saving of save screenshots - it's merely displaying an already-existing screenshot in your custom Image component.
I'm unsure what you mean by this. Are the save files and screenshots th…