What about the platform?
Can't find any problem so far. It could be line-ending or format related. Are there any hidden spaces at the end of the lines? Try saving the lipsync file in a different format.
I'm not sure a variable and continuously-running Trigger is the way to go. A Trigger can be set to react when a collider enters it, as well as exit it.
You can attach more than one AC_Trigger component to the same object and have one detect entrie…
Your wording leaves me unclear if the Trigger is a child of the player, or that the player is inside the Triggers volume. Is this a regular Trigger in the scene?
The Trigger works using Unity's own OnTriggerEnter method - meaning you need a Rigidb…
You should always update to the latest AC when faced with an issue like this - even if you do it in a separate duplicate project just for testing this particular issue, it's important to know if it's occuring with the latest release. Please make a …
AC and Unity version numbers, please.
What does the problematic portion of the NavMesh in the video look like? Let's also see the Inspector of your Navigation Mesh, and the Settings Manager's Movement settings.
Does the same issue occur if you as…
As in, while the dialogue options are displayed?* What are your AC and Unity version numbers?
* Check List active ActionLists in Game window? at the bottom of the Settings Manager. What does the top-left window display when you are able to move at …
The 2D Demo's character is comparably sized with your scene, so the scale looks fine.
Characters that move with Direct mode won't obey the NavMesh, as the NavMesh is used to determine pathfinding rather than collisions.
You'll instead have to plac…
For the benefit of anyone stumbling upon this thread in the future: the visibility of a sprite can be saved with the "Remember Visibility" component, and by "background" I meant the background sprite, not a dummy object.
I was referring to the player's position in the 3D Demo - I need to know if no data is loading properly, or just "Remember" compoents.
You can host the file on e.g. Dropbox and PM me the link.
If you're talking about a light object in your scene, you can animate it and then control it via the Object: Animate Action.
If you're talking about the settings in your Lighting window, then you'll need a custom script to access it. The Object: C…
You can still use custom cameras with AC - just attach the "Basic Camera" component to it, and it'll be visible to AC's Actions and Scene Manager. For more, see the "Custom cameras" chapter of the Manual.
I apologise: that should have read:
Debug.Log ("Total lines: " + papagoyoLines.Length + ", This line: " + papagoyoLine + ", Line array length: " + papagoyoLineArray.Length);
If the "Line array length" now ap…
No, that should be fine. It could be due to the necessity of inactive Unity UI-based Menus to have their GameObjects disabled completely to prevent them from being picked up by the Event System (this is a Unity bug so far as I can tell). Regardles…
The 3D Demo uses a 3D camera perspective, while yours relies on it being 2D. You must be sure to switch back to your game's own Managers before loading up your own scenes again. This can be done automatically by double-clicking your ManagerPackage…
The GameCamera2DDrag script is independent from the rest of AC - meaning you can duplicated it and make changes to it to suit.
Duplicate the script, name it e.g. "GameCamera2DLook", and set that as the class name at the top of the script …
Welcome to the community, @KosaJr.
I'm afraid I'm not understanding your meaning too well. If you could share some screenshots, that might make it more clearer.
When an ActionList is begun, it can begin either from the start, or from any Action. …