There's two positioning issues right now, I'm not sure which you mean.
The offset issue when a Menu has a Canvas Scaler component, which occurs for the lifetime of the Menu, will be fixed in v1.66. This will also work for the CustomCanvasScaler.
Th…
Recreated. This is fixable, up to a point: there is an additional compound issue with your own CustomCanvasScaler component.
The next update will see this issue fixed so long as you rely on a regular CanvasScaler. If you need to use something cust…
I don't see any large SphereCollider on your Hotspot. Were you actually referring to the Hotspot Detector's collider?
Typically, Hotspot highlighting is synced with interactivity: if a Hotspot is highlighting or it's icon is showing, it can be inte…
An alternative solution, and one that doesn't require any scripting (but will require a wait) is to use the new "Object: Check tag" Action that will be coming in v1.66.
This Action can check what a GameObject is tagged with, so you could t…
If a feature is not in the Manual, then it's not in AC. Once again, custom events allow you to extend functionality in cases like this.
An unhandled interaction with a GameObject parameter can have that parameter set to the Hotspot that it's run f…
See the tutorial: a custom token is declared by number, not by text. You'd use [token:0] instead of [count].
As for dynamically building audio clips: it doesn't - but if you're going to go to the trouble of recording audio for each possibility, it…
Welcome to the community, @eMPi1984.
I'm a little unsure as to how your question relates to your problem. Object highlighting is a purely visual effect - though an interactive object can be made to highlight, an object highlighting doesn't make it …
Load up the 3D Demo Managers and try this. Run the scene, and run Cutscene manually - does the speech show at the same time as the options, and are the options clickable?
It works for me, I'm afraid. Using the 3D Demo's Managers, a Conversation is interactive for me so long as the change above is made, and the dialogue ActionList is running as you've described it.
It seems to me that the grammar would only be different if you have 1 coin, since then you'd have no pluraly. For 0 or >1 coins, you're still going to say "I have X coins", even if X="no".
You can use the Inventory: Check Act…
If you need no response from the player other than clicking on the NPC in the first place, you don't need to use the Conversation prefab. Conversations are a way of displaying options for the player on-screen, so if you don't want to show those the…
This isn't an AC question, but a general Unity one. Some helpful information on this topic can be found here: https://blog.theknightsofunity.com/wrong-import-settings-killing-unity-game-part-2/