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ChrisIceBox

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ChrisIceBox
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  • If you're relying on root motion, then your character's speed is entirely dependent on the animation - it shouldn't be tied to the "Walk move speed" at all.
  • As the First Person camera is never active - only a reference for the Main Camera - you should not assign it as the Render Camera in your Canvas. I can't recreate any issue.  You've set your Canvas's Plane Distance to a high value? Whether it's du…
  • * Yes - the Player, Third Person Character, and Unity Third Person Integration components all need to be on the character's root object. * @Deckard_89 is correct - both AC's and the TPC's jumping feature is mapped to the "Jump" input, and …
  • You will need to provide more information - the Demo game's Player, Tin Pot, is also animated with Mecanim and responds appropriately to changing walk speed. What version were you previously using?  Does your character rely on root motion?  Please …
  • The Console will warn you if the sprite child has an offset position - be sure to keep it open when debugging problems.
  • SetLabel can be ignored - it's just to give more detail in a collapsed Action's header. The code above would go in the Run method.  Since the change occurs instantaneously, you can follow it up with "return 0f;" and nothing else. ShowGUI…
  • Thank you for your understanding. The "best practice" way of dealing with such cases is to rely on custom events, which are a way of adding your own code snippets when AC performs common tasks.  A tutorial can be found here, and more deta…
  • The Canvas Group component allows you to disable interactability and prevent the blocking of raycasts - but I made the suggestion to diagnose the problem, not as a solution. I may well be mistaken, but the size of the root Canvas itself is not impo…
  • I appreciate the sentiment, but aside from the fact that AC is already a paid-for product, a dedicated funding stream would be too much pressure for me to deliver - and AC is not the only commitment I have. If you have an issue with AC, please post…
  • Welcome to the community, @Ktheorin1. Getting two character-controller assets to work together requires an integration script to bridge them together - i.e. determine which one "has control" at any one time. A script for integrating AC w…
  • Please try to give as much detail as you can, as I need it in order to properly help.  Again, how are you and when are you running your ActionLists? If you are running custom code that affects your menus, is it possible that it's interfering AC's e…
  • * the 'Whoa, you can talk!' doesn't even appear. There's no Action in the screenshot you posted that is causing it to turn on.  You need to create a separate Dialogue: Toggle option to turn it on - it won't be automatic when the first option is tur…
  • By "out by half", I meant you should be fine if your scene scales are a factor of 0.5 -> 2 relative to one another.  But x3 should be fine, too. I was already able to see the forest and cliffside images - it's the house that I still ca…
  • Linking UI components to the Menu Manager is done via the ID numbers - the object fields themselves are expected to become unlinked.  Please see the "Unity UI menus" chapter of the Manual for full details on how the process works.
  • As the feature is bound by Unity's own gizmo code the scope is limited, but I'll see if it's possible.
  • The "GUI depth" is a setting for AC-based menus, and is used to determine the global z-order for all menus drawn with AC.  This is only relevant if you want to control the relative display order of any custom OnGUI code. You'll have to el…
  • You'll need to provide a lot more detail.  AC and Unity version numbers, first of all. What is the character's animation engine?  Are they using Root Motion?  Are you baking the Y position of your character into the animation?  Do they have a colli…
  • Yeah, it's as I thought.  Raycasting between the Hotspot Detector and any potential Hotspot is unreliable, and takes too much effort IMO to get colliders set up to block it. I believe the better solution is to instead implement an optional "In…
  • Also, what is the state of the "Interactable" checkbox of the linked UI Buttons when the issue occurs?
  • I agree - manually disabling Hotspots like that would be unviable.  A custom script that manually disables Hotspots through raycasting would be much more practical.  I shall see if such a feature can be added officially, however. One issue to conte…
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