When using the Player-switching feature, you need to remove the character from the scene files. AC will place them in automatically - use the "Edit start data" button, and the Player: Teleport inactive Action, to set their scene.
For NPCs that move between scenes, I'd recommend converting them to an inactive Player. An inactive Player is treated like a regular NPC, only AC will handle their presence in the scene automatically. A tutorial on this can be found here.
An NPC …
If a dialogue line contains audio, the Subtitles menu will not show if the "Show subtitles?" option is unchecked in the Options menu. Might this be the case?
You can reset your Options / Profile data in the Save-game File Manager at the …
Welcome to the community, @MajinO.
I would expect you'd need some amount of custom scripting to transfer values/data over between the two - since certain data e.g. Inventory can't be linked to Playmaker directly. But, accessing AC data is relative…
The Graphic element looks correctly set up - but it will only show if the Document is considered "Active". This should be the case if your InventoryBox element that shows all Documents has Auto-open Document when clicked? checked. Is thi…
Yep, can do. Add this to the bottom, I'll do the same in the next release:
public static ActionContainerOpen CreateNew (Container containerToOpen, string menuName, string elementName){ ActionContainerOpen newAction = CreateNew<ActionContaine…
If the Menu just shows whichever Container is currently "active", then you can read this independently of the Menu with:
AC.KickStarter.playerInput.activeContainer
If you're mapping the InventoryBox to a specific Container, however, you …
Driving around in a car would likely take some custom script work. You may get away with a Player that has very low Acceleration / Deceleration values, but AC's own movement code is all geared towards character motion, not vehicle.
You wouldn't wa…
When Load Scenes From Addressables?, you can now enter in the scene's Addressable key into the Action's Name field. Currently these look to be set to their full filepath, so you'll want to simplify these (e.g. "Scene/Hangar") and then ent…
Welcome to the community, @StekJohn.
The custom scripts involved with the template are attached to the Screen-space Hotspot detector prefab, a copy of which will have been added to your game's ScreenSpaceHotspotDetection subfolder, besides the Mana…
Welcome to the community, @allisoninezlee.
Do the Conversation's ActionLists hide each option, such that no options are shown in the Conversation menu? I'm wondering if GetNumEnabledOptions is returning the correct value, or if there's a mismatch …
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If you opt to show realtime values in the Variables Manasger, what value does InputRebindings have? It may have somehow been set to an invalid value.
Try using the Save-game Manager (top of the Settings Manager) to clear your current Profi…
If Reference scenes by is set to Name, and Load scenes asynchronously? is checked, then the option ought to show. Can you share screenshots of your full Settings Manager?
When scenes are set to load from Addressables, you can reference them by ent…
In a backup / duplicate project, try importing the latest release - it may be that this was an issue fixed in v1.86.
It looks related to the input rebindings feature of the Input System integration template. Does your Event System prefab's Control…