I'd first try it in an empty/non-AC scene to be sure that AC isn't affecting it.
When the game is paused, AC places the game's Time.timeScale to zero, and one when resumed - I can't imagine how else it may influence any unconnected UI.
Does the UI…
Whether you intend for it or not, a Character: Move to point Action is definitely being run.
You can use the Actions Manager to show all instances of an Action type in the scene - it doesn't appear to be coming from an ActionList asset file.
I recently had a similar issue in a non-AC project, where I wanted a character to correctly line up with a door when opening it. In the end I used Timeline to do it, since I found that you can have an Idle animation follow your main animation, and …
If the ActionList is set to block gameplay, then gameplay menus will hide while it runs.
You can prevent an ActionList asset from blocking gameplay by changing its When running field to Run In Background.
Since ActionList assets run scene-independently, they can't access local variables. However, you can convert a local variable to global via the "cog" icon to the right in the Variables Manager, which will update Actions …
The error message does not line up with the code image (please post screenshots, not photos). The code change is in the right place - save and re-run. You can post the error message into this thread - open up Unity's Console window to see it in fu…
You previously said there was a NRE error on line 15, which suggests the issue was with the menu variable - not speech (which there is a null-check for).
Were you using this previously without the duplicate-line option? As you'd said a need for it…
Place it in an ActionList asset, and re-run it when entering a new scene. It doesn't need to be paused/resumed, it'll just carry on ticking down until the timer reaches zero.
Of course, you need to also create the "Timer" integer variabl…
You can certainly read and write both local and global variables - see the "Variable scripting" chapter as well as the front page of the Scripting guide for a primer.
What may be more appropriate in this case is to place the variable sett…
Indeed, it'd be very difficult to do by modifying the code - but I think you should have luck using custom events.
With events, you can enable drag-and-drop when you first hover over the inventory, and then - if the player combines an item with its…
Is there any delay between these Actions, and what is your Subtitles menu drawn with? (This is the Source field in its list of properties in the Menu Manager)
Generally this issue can be solved by checking Duplicate for each line? in the same prop…
Update: Recreated. I believe it's a Unity Editor issue, but can be safely ignored - assuming the field itself is being properly assigned for you as it is for me.
What value are you changing to 0.005?
AC is reading Inputs via the usual way (Input.GetAxis), so if the inputs are set up to be too sensitive then that will affect how AC reads them.
The speed of a controller-diven cursor can be scaled, however, v…
If it works, it works. You might need a script if you want to avoid it working during cutscenes though.
Free-looking can be disabled via the Player: Constrain Action or via script. You could either use PM to run this as with #1, or do it with:
h…
On the second time, a variable switches and the player animates and should move to a marker.
Where is your Character: Move to point Action? I don't see it in your OnStart ActionList?
You posted Inspectors of two NavMeshes - what are their shapes?…