Sorry, but there are so many working parts to this that it's difficult to see what's going on here.
If you can create a .unitypackage file of your game's Managers and your scene file, PM it to me and I'll look at them properly.
You can create a temporary override player, by attaching the Player component to an empty GameObject and tagging it as Player. A Player needs to be in the scene, but that will replace your regular one while that scene is open.
Otherwise, you can j…
As this image shows, your current scene's name must be "TitleScreen" to turn on the "Title" Menu - otherwise, "Pause" will show. The Resume button is part of the Pause Menu, so check that you are doing this in a scene …
Gameplay will be blocked whenever a gameplay-blocking ActionList is run. You could feasibly have an Engine: Wait Action of 1 second looping back on itself indefinitely until you kill it with ActionList: Kill.
However, player movement is only restr…
Sorry, but you're going to have to provide much more detail about this - there isn't enough detail here to diagnose the issue. Please give full details on the way your Menus are set up, what Actions are run when they're interacted with, as well as …
At the moment, you'd need to rely on a separate camera script - because the included Third Person Camera doesn't currently do this.
However, I've been experimenting with a new TPC script that allows for this kind of behaviour. It isn't quite ready…
Generally this is a question for Unity, not AC - but you haven't said where or how these images are used. Are all graphics low quality, or just a certain type? What are your version numbers of both AC and Unity, too?
As in, when the mouse hovers over a Hotspot?
Generally this is just a case of defining a Hotspot cursor in your Cursor Manager, but results may vary depending on your "Interaction settings" in the Settings Manager. What are they exactly?
You can set it to any value if you set it using an ActionList parameter. Place the Action in a separate ActionList, and create a new Float parameter at the top of the ActionList's Inspector. Then assign that parameter to the Engine: Change timesca…
This doesn't seem related to the NavMesh, but the Player itself.
The yellow circle indicates the character's origin, which is where the circle collider and the sprite's feet should also be.
The Circle Collider 2D needs to be on the root object, wi…
A Conversation can be turned off by invoking its TurnOff method, which can be done with the Object: Send message or Object: Call event Actions. A Trigger could be used to run this when the player leaves a certain area.
However, player movement is …
I half remember Skybox's materials used to be set on Camera but are now in the Lighting Tab - Could that be part of my issue?
I'd say so. This thread seems to show the new way to change a skybox at runtime.
This new way should do without the need…
The Play in background? option within the Action will cause the Action after it to run instantaneously, so if you have a bunch of them lined up then you'll only see the last one.
Instead, set the When running field of the ActionList itself to Run I…
What type of component it's attached to - Button, Text, etc shouldn't matter. Try adding a Content Size Fitter (Horizontal Fit: Unconstrained, Vertical Fit: Preferred Size) and a Vertical Layout Group (with all child toggles checked) to the Button,…
Sorry, I meant the full Inspector - as in all the components on the root object. Specifically, I'm also looking to see where your Animator component is.
Are you using the latest release? Also, what is your Destination accuracy slider value set to…
A Cutscene running in background should still continue during a Conversation - you can use the ActionList: Run Action to run another Cutscene in parallel before your Dialogue: Start conversation.