What are the build index numbers of the problematic scene and the scene with the local player?
It is strongly advised not to rely on local players if you are also using multiple player prefabs - see the Manual's "Player switching" chapter.…
In that case, it may be that it's not speech specifically that isn't working - but your ActionLists.
Does any speech play if you run the ActionList manually via the Run now button in the Inspector during this time? (That'll run the ActionList from …
Pausing as in ActionList: Pause or resume?
What is it that's being considered finished, the Action that was running at the time, or the whole ActionList? v1.65 introduces the ability to re-start the Action that was running at the time of pause, whe…
The Nine Verbs demo has a Unity UI variant included (in the latest release, download it again if you don't have it) - what is the result of that?
Let's also see the Inspector for the Canvas - seeing the Hierarchy is not enough.
You can use Active Inputs for that - see the Manual chapter of the same name.
An Active Input mapped to the "B" button can check if a given Menu is on (Menu: Check state Action), and close it/open another one if so (Menu: Change state).
Al…
You can use the Player: Constrain and/or Engine: Manage systems Actions to limit the player's ability to move and interact. If one of them doesn't seem to be having the effect you were expecting, please post more details as well as AC/Unity version…
Apologies that this was encountered by a customer.
When a player prefab is spawned in via the Settings Manager, he's independent of the open scene - meaning he should always be present upon a scene change unless he's intentionally …
When setting the volume via the slider, are you getting a Console message informing you that the PlayerPrefs key was saved?
Also, what platform are you working with, and is this a problem with both builds and the Editor?
The GetMusicVolume method i…
All Manager fields can be modified at runtime - and you can get an API reference to any of them by right-clicking their field's label.
Just be aware that modifying a field updates the asset file - meaning it won't revert back to its default value wh…
Manipulating Unity's own components is outside the scope of this forum, but you can rely on AC's internal hole-generation system once you have the hole shapes to incorporate them into the NavMesh.
AC incorporates holes via separate PolygonCollider2…
I'm not clear from your description why you're changing the movement method (certainly it shouldn't be necessary for just turning the character through Actions), but the snapping-back will be due to the character's internal record of its own rotatio…
In what Unity version?
When you say "no speeches", are you referring to just the UI part or all of it (audio, character animation)?
If you temporarily rely on Adventure Creator to render your Subtitles menu (not Unity UI), does it work th…
As a very visual question, please provide screenshots to elaborate - as well as provide details of your AC/Unity version numbers and movement method.
A 2D character isn't bound to just left-right movement - try e.g. the 2D Demo game with the Moveme…
1. While an invisible texture would prevent null errors, you can also disable the cursor completely via the Display cursor field in the Cursor Manager, which can be manipulated at runtime by right-clicking its label to access the API:
AC.KickStarter…
How are you playing the movie - with a MovieTexture or a VideoPlayer component?
I'd also recommend upgrading to the latest release, v1.65, in a duplicate/backup project to see if this is still an issue.
Please leave it with me, I'll look into it.
Changing the verb line on hovering inventory requires the ItemSetLabel.cs script present in the scene, which is included in the updated template download.
Welcome to the community, @frankbraker.
Though you didn't specify, I'm guessing from your link that you're referring to 2D NavMeshes?
2D NavMeshes rely on PolygonCollider2D components, so their shapes can be edited at runtime via script, as you've s…
1. You'd create a separate "invisible" animation (i.e. assigning an invisible/empty texture in the Image's texture field) that plays by default.
2. The clickEffectTrigger should only trigger when you click the cursor, which you can use to …
The field isn't "return to last game camera", it's "return to last gameplay" - i.e. the camera that was last active during gameplay. If you're setting the SimpleCamera at the start of a cutscene, then it won't be considered as a…