That's an old version to be using with a recent Unity release - again, try it with the latest AC (even if it's in a backup/test project). I can't recreate the issue - is the "Paths" gizmo enabled in the Scene window's Gizmo dropdown?
If you're using a custom script to do it, then look into calling the GatherObjects method after enabling/disabling an NPC:
AC.KickStarter.stateHandler.GatherObjects (true);
That updates AC's internal record of what objects are in the scene and req…
I'm always open to suggestion, but it unfortunately (stupidity?) it's not easy to change the string conditions in Variable: Check Action without causing data loss due to the need for a new enum, without making the interface more cluttered.
If you'v…
Sorry, but you're going to have to break this down more clearly. Is this new UI canvas a replacement for the Pause menu, or a new one? Is it linked to AC's Menu Manager, and what are its properties if so?
If you can provide screenshots and/or ste…
What is it you're trying to do, deactivate their interactivity or stop them moving and animating completely?
The error message above doesn't line up with the latest release - what version are you using?
The "TurnOff" message you can send…
Thanks. The Turning before walking option should prevent that, but the latest release also provides a new Retro-style movement? option in Character Inspectors which forces them to beeline to their destination without turning. Try checking that.
For future reference, please post questions like this in Technical Q&A - this category is more intended for general adventure game discussion.
If "Subtitles" are disabled in the Options menu (or at the bottom of the Settings Manager),…
You can use a direction integer or an angle - it's up to you. Essentially you can make as much or as little animation as you like - you can just have two (left + right) directions, or even up to 360.
In the 2D Demo's Resources folder, you can find…
I think I'm going to have to see a video or gif of this behaviour. It's a visual problem and I can't picture it from the description. Also, temporarily remove/disable the Animator component - we'll need to separate the animation from movement to u…
You're welcome.
That would be because the SubtitlesUI prefab is not set up to be moved like that, but it can be fixed easily.
Drop the SubtitlesUI prefab into your scene. You can find a reference to it in your Menu Manager - the "Canvas"…
Looks OK to me, and the FootstepSounds component doesn't rely on any Manager setting - it might be a red herring. So it works again if you switch back to your previous Settings Manager?
Is it possible to change the way to control the player from first person to point and click in different parts of the game?
You can use the Engine: Manage systems Action to change the movement method at runtime. Be aware, however, that if you want…
In what version of AC?
Please provide steps to recreate the problem. Also know that you can click on a Trigger Inspector's top-right cog icon to convert the Actions to an ActionList asset file. It might be worth moving them to assets to make them…
With regards to the "Prefix cursor labels" option - are you talking about Hotspots or Inventory? Bear in mind that when your Interaction method is set to Choose Hotspot Then Interaction, the prefix will only appear when an icon is being s…
How do you mean "slide back"? The root object moves in the opposite direction?
View the root object's rotation in the Scene window when it occurs. A character will still be facing e.g. leftwards in "3D" space even if the anima…
No change comes to mind - should all work as before. Do the points move if you edit their position values in the Inspector? What version of Unity?
If you have the "Hand" gizmo (top-far left) selected, then the only Translate gizmos in y…
You can make a "generic" call to turn off the currently-active ArrowPrompt without referring to it specifically through code:
if (AC.KickStarter.playerInput.activeArrows != null)
{
AC.KickStarter.playerInput.activeArrows.TurnOff ();
}
As in, Broken Sword-style?
You'll need to switch to the "Sprites Unity Complex" animation engine if you haven't already. It's covered in Section 3.3.3 of the Manual, but basically it causes animation playback to be based on parameter val…