Upgrade to the latest in a backup/duplicate project, and if it still doesn't work then PM me the scene file along with your Manager asset files so that I can see it for myself.
2D or 3D?
A Graphic element can be used to display character portraits, and that's compatible with expressions - since each expression can be assigned its own portrait graphic.
If you're looking for a 3D "live" close-up, you can look int…
A ton as in how many, exactly? Variables in general are much lighter than animation and graphics.
If you're trying to implement custom gameplay that involves its own data structure, it may be better to rely on a custom script instead and hook it i…
Apologies - I meant to say: the script refers to your Menu and InventoryBox elements by name, so you'll need to update them to match yours.
Change "Verbs" to "Inventory", and "Inventory" to "InventoryBox". T…
It would have to be placed in every scene, but just has to be present - you don't need to assign it in any Action. Again, if the Sound: Play Action has no Sound object assigned to it, it'll rely on the scene's default one automatically.
The AC script isn't controlling it - and it doesn't look like the Unity TPC script does either. I can't guess why "Mixed" would be enforced - you're not using any other scripts?
Feel free to PM me the file, but from the sounds of it it'd…
AFAIK, Unity maps the Android platform's "Back" button to the Escape key.
The default AC interface relies on the Escape key for it's "Menu" input button, which opens the default Pause menu when pressed as its "Appear type&q…
The menu's source will not matter - set the Button's Click type to Run Action List, and then use either of the Actions I mentioned above.
Since your Actions will be an asset file, you'll need to place the script above on a new GameObject, make it …
My mentioning of the layer name settings was just for your information - my suggestion is to change the layer the object is on, not the name of anything.
"Ignore Raycast" is a layer already provided as an option - you can change which lay…
This can be done by using the OnMenuElementClick event to check if a left-click is made on the inventory menu element with no cursor icon or selected inventory set, and examining the clicked item in that instance.
Try this code, by pasting it in a …
Welcome to the community, @SpideysGames.
For both of these, you'd want to make use of Global Variables to keep track of states. An integer could record a particular stat's current level, and an integer or float could keep track of time.
Variables…
If the character is turning, then AC is doing its part OK.
I see the NavMeshAgent's Area Mask is set to "Mixed" - how about if you change it to "Everything"?
Also, enable "Gizmo" at the top of the Game window. Does t…
Does it occur if you rely on the Demo game's Settings, Cursor and Menu Managers? If not, there may be some key difference with your own that's causing it. Can you provide steps to recreate the problem?
It's not clear what's happening exactly - re…
AC and Unity version numbers please. More detail, too - ID numbers should not get re-assigned like that.
What is the common factor between the dialogue that gets reassigned vs those that don't? Are they asset files? In scenes? Only lines spoken…
You can always backup your project before testing an upgrade - but it should work in the older release as well.
The component looks set up fine - try pasting this at the end of the script's SelectHotspot function:
Debug.Log ("Selected Hotspot…
Hotspot raycasts occur on the Default layer - which you can optionally change at the bottom of the Settings Manager.
You can prevent wall colliders from blocking mouse Hotspot raycasts by placing them on the Ignore Raycast layer.