Using Unity v2022.3.62f2, and using AC 1.85.5
In the 'menu' options, I changed it so that subtitles appear above the speaker's head. I might have done more to the game afterward, and I don't quite remember. However, now when the NPC speaks, the speaking animation does not play for some reason. I tested this to see if the animation is still present in the game and linked up properly, and it is. Setting subtitles position back to 'manual' did not fix this.
Thankful for anyone who can help me clear this up.
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The Menu settings are independent of the NPC's animation. Are any related messages appearing in the Console?
If you can share screenshots of the Speech Action, the NPC's Inspector, and their Animator, I'll see if I can spot the issue.
Hi, thanks for the prompt response as always.
There are no messages related to this phenomenon in the console.
Here's the interaction actionlist that initiates the NPC speaking: https://imgur.com/a/9v0XtD1
This is the NPC's inspector window:
https://imgur.com/a/BDw8ocm
And the animator menu:
https://imgur.com/a/VhXEsSD
I realize after looking at the animator menu, that there is no transition between the Idle state and the talk state, which may be preventing the talk animation from playing. However the confusing thing is, is the animation worked before and I never touched the animator menu. I don't know what other aspect of the game I was working on would've changed this, or deleted the existing transition between the two.
If you're using the Sprites Unity animation engine, playback is automatic and no transition is needed. If so, you can expand the List expected animations? foldout to list all animation states it requires based on the options chosen.
Can you share the NPCs Inspector, and does the Console reveal anything?
The NPC's actual inspector window:
https://imgur.com/a/eI38Eut
And the list of expected animations dropdown:
https://imgur.com/a/LqWTOWi
The issue is that your "Talk name" field ends with the "_R" suffix, whereas AC will add this dynamically based on which direction the character is facing.
Rename it to "NPCTest2talk" to have it match the pattern of your Idle and Walk animations.
I reverted it back to that name and the NPC still does not animate when talking. I double-checked the animation itself and it is the same and looks just fine. For whatever reason something that should trigger it during talking isn't, and I'm not sure where this issue is happening within the project.
Are you looking to play different animations based on which direction the character is facing? Your Animator, and NPC Inspector, show different intents.
Your NPCs Inspector has its Facing directions field set to Four, which means it's expecting to play your animations in the up, down, left and right directions. These directions are distinguished by the "_R" etc suffixes in the Animator.
However, your Animator only has a single Idle and Talk state, with no associated directional suffix.
If you set Facing directions to None, then - aside from the missing walk animation - the states within your Animator should then match what the Inspector expects.
This fix works, but I still want to be able to have my NPC face both left and right.
In that case, adjust Facing directions to suit the directions you want to face, and then name your Animation states according to what the dropdown lists.
Your "Talk name" field is NPCTest2talk_R, but AC will add the "_R" on dynamically based on the currently-facing direction. Set this instead to NPCTest2talk and then ensure NPCTest2talk_R is the name of a state within the Animator.