Saving in Application.dataPath might work when testing in the Editor, but won't when people play it on their own machines - you want to use Application.persistentDataPath instead. That may clear up the delay, as this is where AC stores its save fil…
Welcome to the community, @Yeppoh.
This is all due to the way AC deals with two 2D characters within the same region of a Sorting Map. When in the same region, their sorting orders are both identical - so AC corrects their display order by moving …
Add a Collider to the obstacle, as well as a Collider + Rigidbody to the player.
The 3D Demo scene + Player is set up with such colliders to test with. If you load up the 3D Demo from the top toolbar, and set the Movement method to Direct (in the …
The Subtitle Menu's Appear type is set to When Speech Plays - so it'll show automatically whenever a line of dialogue plays, and turn off when it ends.
Move the background to a separate Unity UI canvas, and link to a separate Menu in the Menu Manag…
You have the "RenderSettings.ambientSkyColor" method call inside unnecessary brackets. Try removing them so that it's immediately after the rgbValue declaration.
Yes, I'm aware of the core problem. But I tested your code in full - screenshot-taking included, and it worked for me.
It could be a platform/Unity issue in that case, since the code is solid so far as I can tell. If it only works for you with sa…
My suggestion was more from the technical perspective - I'm not actually sure of the performance impact of it. However, RenderTextures shouldn't be necessary here, the texture assigning portion of your code should work.
Two things:
1) You don't ne…
I'll play around with the Drag element to see if I can reproduce the error. I do recommend using Unity UI over AC, but it should still be an option.
In general, AC is best for rapid prototyping, while Unity UI is best for final styling. It's also…
On a technical level, there's no separation between the implementation for 2D and 3D: AC will play the asset file on any LipSync component it finds on the character.
You'd need to use Sprites Unity Complex animation because you'll need separate con…
Looks fine. No, a coroutine is not necesserry - the MainCamera takes care of camera change "over time".
AC and Unity version numbers, please. Also, what is your Movement method set to?
As I can't picture why this would occur, some simp…
Again, if your Menus are Sourced with AC, then they should rely on the AC cursor's position.
If Unity UI, you'll have to rely on a custom Event System to get UI components to react to a manual position, because by default they'll react to the syste…
It shouldn't be faster unless "Is instant" is checked.
What versions of AC/Unity, and what's the NPC's animation engine? Are you using IK head turning?
Are you using Monodevelop? AC's public methods a commented, so you should be getting method info when calling AC functions. The "GetItem" function parameter is the item's ID - not the order as it appears in the current inventory. Change…
Again, the screenshot looks OK to me - and I can't reproduce this issue in Unity 2017.3. You're using AC v1.60.7?
Be aware that the hole only joins the NavMesh at runtime - you should find that when selecting the NavMesh in the Scene window during…
OK, so this is resolved?
The audio+animation will play on Tin Pot because its already set in the 3D Demo Managers (the animation is done with a separate script, not the standard LipSync tools).
The "No BlendSystem set" is the error I war…
That was an example. Each Remember component saves a specific type of data - again, please see the Manual.
The Remember Visibility component will save the visibility of an object (e.g. a sprite or model). You'd attach this to the visual represent…
And your Unity version?
That it reverts to the correct speed after re-focusing the window suggests that it could be a system issue. Is the mouse-cursor within the game window the whole time? Have you tried running the build on any other machine?