I'm afraid not - again, the two areas aren't comparable in that particular way.
However, rather than using Variables, you may be able to streamline your ActionLists by using ActionList parameters. These are a way of changing Action fields at runt…
With the Object: Teleport Action - I wasn't suggesting that as a workaround, but knowing if it works or not is important to learn the cause. Please try it as advised and let me know the results.
As Tin Pot is fine, this'll be an issue with the fac…
So this is a Rigidbody-based character, and you're applying this force via a custom script?
Disabling the player's "Up movment" in the Player: Constrain Action does nothing to the physics of the player or their collider components - it ju…
If the Conversation's responses are all in gameplay-blocking ActionLists, then your game state will be in "Cutscene" mode for their duration. You can learn the current game state by enabling the 'AC Status' debug window at the bottom of t…
The Use loading screen? option, like any Manager property, can be manipulated at runtime. Right-click on its field to access an API reference to it:
AC.KickStarter.settingsManager.useLoadingScreen
A Cutscene or ActionList asset's When running field can be set to Run In Background so that it doesn't block gameplay, if you want the song to play in the background.
A series of Dialogue: Play speech Actions with Engine: Wait Actions in between sh…
The "Hide system cursor" is an Editor-only option, and won't affect builds.
Was this OK in previous AC versions, or previous Unity versions? Nothing was recently changed regarding the display of cursors. What platform are you working on…
"Crossfading" will turn off all open Menus, and open a new one - so there isn't really a foolproof concept of "the last that was open", since there could be many. It's really more of a convenience, since the same effect can be a…
Welcome to the community, @r35.
Nothing was changed with the UFPS integration in between 1.62.3 and 1.62.4. If you're having a problem with it, it'd be better to post full details about it so that it can be invesigated.
If you insist on rolling b…
With patch and beta releases, please be specific about your Unity version.
The error is not a true error, but a debug warning message: do you have an animation state named "Hand Dryer" in the "Hand Dryer" animator controller? P…
A NavMesh by itself has no collisions. Please provide more detail in the form of screenshots of your scene and Inspectors involved.
What is your player prefab? Does it work if you temporarily replace with the demo game's, Tin Pot? What if you th…
1) Recreated, I will look into it.
2) Try using another Engine: Play movie clip Action earlier in the scene with Prepare only? checked to preload it. Also, pause the game when the exact glitch occurs (pause beforehand and proceed frame-by-frame un…
The ActionList: Run in parallel Action causes all Action chains it connects with to run at the same time - so your character is being commanded to move to three random points simultaneously.
Replace the Action with a Variable: Check random number. …
v1.62.4 fixes an unfortunate issue with the previous..
Version 1.62.4:
* Added: Option in the “Character: Move along path” Action to start at a random Path node, if the “Path type” is set to “Is Random”
* Fixed: Rare crash when changing scene with …