What are your AC and Unity version numbers, and are you actually testing on a mobile or just in the Editor?
Are you manually assigning your speech audio files in the Speech Manager, or relying on naming convention to pull them automatically from a …
You offer no detail as to what it is exactly it is you're trying to do, what you've done so far, or where you've gotten stuck.
How a project works in VR is always going to be unique to that project. There's no "just works" approach you c…
Welcome to the community, @tfishell.
Just check "Is Trigger" on your PolygonCollider2D component, or remove the Rigidbody2D from the Player. AC still makes use of Unity's physics engine, so it's still bound by collisions if your GameObjec…
That kind of precision is exactly why I recommended the parameter-based approach. Having Unity check for animation playback states can be very imprecise and not a good way of working.
If it's running in the background, that'd be why.
Use the Object: Call event Action to run the relevant Highlight component's HighlightOffInstant method.
From what I can tell, the Remember component is loading correctly - it's that the "saved" state is wrong.
I can't tell from this if this is down to AC, or user error. Send away, but let me know your Unity/AC version numbers as well.
It's not set up correctly. You want the regular MainCamera to be the parent, and then have your "UI" camera be a child. This child should not have the MainCamera script or tag - just put in a new "UI" layer to match your UI ele…
Set your Input method to Keyboard Or Controller, and the cursor will then respond to the inputs CursorHorizontal and CursorVertical for movement, as opposed to the mouse. Hotspot interaction is similarly done through InteractionA and InteractionB.
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The AddPrefab method is not designed to be run at runtime - it's an Editor-only feature.
If you're just trying to add in a Marker2D dynamically, just create a reference to the prefab in your script:
public Marker marker2DPrefab;
Then, when you want …
A Unity UI-based Menu will rely on the RectTransform boundary you supply to determine whether or not it needs to be adjusted to "fit" within the screen - so if that's too wide it'll be more aggressive in being shunted back in.
The best way…
I can't recommend what other assets are "better" when they deal with something outside of AC's scope. There are many such assets for third-person movement and combat, but the Integrations wiki page covers those that already have basic int…
It depends on your animation engine. If you're using Mecanim, it'll turn off the "Is Talking" bool, which should be defined in your Animator component. Post screens if you want more help, since it'll depend on your setup.
Inventory items within the UI are displayed as textures - not FBX models.
I don't know what you mean by "walk into an cube for point" - could you rephrase that? You can create Triggers in your scene to run ActionLists when the player mov…
The Hotspot is in the scene - but the label itself is drawn via the Hotspot menu in the Menu Manager. Again, please show the contents of the Hotspot menu's properties.
Is the label correctly placed when selecting a Hotspot in the middle of the scre…
OK. You say it happens less when using a controller, so it may be influenced by your input settings. Can you post a screenshot of your Horizontal/Vertical axes for your keyboard keys, as defined in Unity's Input manager?
All Remember components should restore their data both when switching scene, and when loading a save - the state of the picture should be the same in both cases.
How about if you trigger the Hotspot, save the game in another scene, restart, load, an…
Large - it's value determines the time between recalculations.
The NavMesh's Accuracy and Character evasion settings can also be configured for performance - see the Manual's "Performance and optimisation" chapter for more.