Please open up a new thread for the second problem, as it's unrelated to the first - and will be easier for us to discuss/manage. I'll need to see screenshots of your Menu's properties and Unity UI Canvas (if applicable).
I will attempt a recreati…
A fix for the issue when removing holes will be included in the upcoming v1.66 update.
A NavMesh hole cannot overlap the NavMesh like that - it needs to be contained within the boundary. If a hole does go over the edge (and only one side), it'll a…
In the case that you're using Adventure Creator to render your menus: if an element's Position property is set to Aligned, then the border around it can be set by the menu's Element spacing (%) slider. The shape of the menu itself will adjust autom…
Are there any other "MultiSceneChecker" components present in your scene? There should only be one, and present on your GameEngine.
You can find out where this error message is coming from by opening MultiSceneChecker.cs and changing lin…
Welcome to the community, @DeadDev.
No additional components are necessary - this can be done with the Character: NPC follow Action. More details can be found in the Manual's "Standard Actions" chapter.
In which AC/Unity versions? If saving isn't possible, it shouldn't cause a hang. Are you using the Save: Save or load Action.
You can, however, determine if saving is possible at any given moment via the Save: Check Action.
Is the script's purpose to have the character sometimes speak when they're either idle or not speaking?
I don't recommend relying on Animator checks for this, because there may be a slight delay between the state of the character and the state of h…
As in, a close-up overlay that appears on top of everything? And would this be 2D or 3D?
There's a couple of ways you can do this:
* Add all the overlay sprites / Hotspots etc to the scene, but in a hierarchy of its own (i.e. all parented to the …
I have - but turned up nothing yet, I'm afraid.
If you'd like to PM me a project / unitypackage file along with steps to reproduce this, I'll see what can be done.
Understood. If this is a one-off project, then you could always just hack the code to only output diagonals (it's fairly simple, but you'd have to re-apply the change with each AC update).
The directional suffix string (e.g. "_DL") is ca…
For anything other than the bog-standard 2D character animation provided by the base Sprites Unity settings, you should rely on Sprites Unity Complex for your character's "Animation engine".
This causes your animations to play according t…
The logic sounds right, so if you want to call it a day I think you could.
In the interest of advising "best practice" though, if you're repeating the same Actions for each list, it's generally better to move the repeating Actions to a se…
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Widen the window and you'll be able to do this - it's just a quirk of the field type.
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I think there's confusion because your safe relies on numbers whereas you want to add the values together as though they're text.
Instead of an I…
Indeed - anything to do with scaling and sprite sorting should be put aside for the moment.
One option would be to actually make the NavMesh in 3D. AC supports per-scene perspective changes, and sprite-based characters will still appear correct in…
Well, that's similar to what I've already provided - simpler, actually. Both rely on the OnMenuElementClick event to control what occurs - but my last script allowed for both ways around.
Merely clicking on an item in the backpack to auto-transfer…
A very quick fix would be to have an additional "CameraCollision" collider/layer that is larger than the building but used specifically to keep the camera from getting too close.
Having the camera simply move away from the wall in the dir…