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If you find the same issue in another project, let me know and we'll look into it.
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Good. This change will be applied as part of the next official update.
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Certainly, you should try to use the same version of Unity that the …
What's your Draw icons in field set to, World Space? If set to Screen Space, they should always be drawn the same size regardless of their distance to the camera.
If you could share some screenshots to show the problem, it'll help me to understand…
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It would require a combination of scripting and animation. First add an Animator to your UI Canvas, and create animations to control both "flashes" and "holds" for the verb line, set to run via appropriate animator param…
If your UI works without the Canvas Scaler component, or when not using "Screen Space - Camera", then I'd recommend holding out for the v1.66 update to see if the positioning issues are addressed.
If not, let's revisit this thread - scree…
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Yes, it can be anywhere. If you rely on Unity UI for the Menu, it's best to place on the UI's Canvas.
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A Menu with an Appear type of When Speech Plays can be configured to limit its display to specific characters / narration. You c…
The "matching IDs" option does add to the complexity, yes.
What's your AC version number? Improvements to the "Gather text" operation's efficiency were made in v1.65.0.
Welcome to the community, @mad_lemon.
As you're using a separate asset to render the camera, I'm not sure where the source of your issue lies. Sharing full-screen screenshots of your project to illustrate the issue will help a lot to understand th…
I'll need you to share more detail. How many Hotspots, and what are the contents of them and the NPC? Please share screenshots of their Inspectors.
If you disable the NPC and keep the Hotspots, what happens to the framerate? What about if you di…
My mistake - the Conversation will hide once the option is clicked, regardless of the Actions involved.
Method 1. is still valid, and you can make things much easier with a simple custom script. Try this:
* Set the Conversation's Appear type to M…
If the character's internal "charState" enum is set to CharState.Custom, then standard animation methods (PlayIdle, PlayWalk etc) will not be called.
With the standard animation engines, this value is set via the Character: Animate Action…
Welcome to the community, @Thousand.
Was a PlayerStart added to the scene Hierarchy, but not assigned as the "default" in the Scene Manager, or was none added at all? Does the same occur if you try in a fresh scene?
If the Player is fal…
The "FlashHotspots" input can be used to briefly highlight all Hotspots on-screen. For this, a Hotspot must have a Highlight component, assigned in the Hotspot Inspector. See the Manual's "Highlight" chapter for more.
In the S…
Your Object: Call event Action is set to No function, so it's not going to trigger anything. It also looks like you've assigned the script itself in the left field.
You need to instead assign the GameObject that the script is placed on, and then c…
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Of course - saving his presence will retain him in the scene, which allows you to avoid having to re-spawn him each time.
If you control over his presence in the scene (i.e. spawn him manually), then remove Remember Transform.
However, AC …
If you're limiting it to one Hotspot per scene, you could have the ActionList asset refer to the in-scene Cutscene by Constant ID, and just make sure the relevant Cutscene in each scene shares the same ID. That technique is covered in these tutoria…
The name of the file must match the class name - in this case, ClearInv. ClearInventory is the name of the function inside it.
Please post a screenshot of the Action in question, so we can see exactly what you've got. Alternatively, the Object: S…
The camera in question must be an "AC" camera - it can't work with a camera from another asset.
You should attach the "Basic camera" component to your vThirdPersonCamera so that it is recognised by AC, and not disable AC's regul…