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That shouldn't make a difference - and I can't reproduce it this way.
Does your Object: Transform Action have Is Player? checked either way, and is your local Player parented to anything?
Can you provide steps to recreate?
The simulated vertical speed will be set to zero automatically when grounded, but this is only used when a Character Controller is present - is this the case?
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Have you tried it in the Sample 3D Scene as I did, with just the Object: Transform Action running? That it works upon restarting suggests it may be down to another change / Action running that affects the Player.
No, you'd use a custom script for this.
Add a Text child object to each slot Button in the UI prefab, and then use a script to extract the Description text for each slot's associated item.
Something like:
using UnityEngine;using AC;public class S…
How long does the "Idle animation" step in your list above last, and what is the behaviour if you run the Cutscene directly from the Scene Manager's "On start" field?
Try assigning a Comment to the Action that plays the Tired an…
What would the "right direction" be? The same as the MainCamera is facing at the end of the Timeline?
The Camera: Rotate third-person Action can be used to copy the rotation of the MainCamera - try running this after the Engine: Control …
Make a note of the Exit option's ID number (to the left of its label in the Inspector), and attach this script to keep it "unmarked":
using UnityEngine;using AC;public class KeepOptionUnmarked : MonoBehaviour{ public Conversation conve…
When editing the Timer in the Timers Editor, you can assign an ActionList in the ActionList on complete field. This will run when the Timer reaches its end - this is likely where you'd want to place death animation / restart logic.
The default tutorial files are set up with standard materials for non-URP.
If you use URP, a variant of these files, with URP materials, can be found here:
https://www.dropbox.com/s/mb80oxowhvfzar8/TutorialFiles_URP.unitypackage?dl=1
What are your AC/Unity versions? I don't experience this in the latest release with the Sample First Person player.
If the ActionList blocks gameplay, you don't need to constrain the Player's movement - input should be disabled automatically.
You…
Welcome to the community, @ro6er, and apologies for the early trouble.
Unity's Editor log may reveal more details about the cause.
The error messages don't reveal anything specific to AC - it may be that this is an issue with Unity itself. Are yo…