I'd need to see the ActionList logic / Conversation settings to get a handle on exactly how you're achieving this, but a single Conversation object should be enough. So long as you have Override options? checked, a single Cutscene could contain 4 D…
AC has a Moving touch drags cursor? option in the Touch-screen settings panel, that allows for a cursor to be displayed - and dragged - at all times. However, it is not compatible with first-person movement.
If you temporarily switch Movement meth…
Idle is played each frame normally, but not when the character is in "custom" mode.
The Spine Integration places the character in custom mode when the Character: Animate Action is used to play a custom animation, but it comes out of it au…
Is the dialogue played in the background? The setting only applies to "blocking" speech - background speech will always have a finite lifetime.
You could try adding a text token at the end of the speech text, i.e. [wait:20] to have it wa…
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As in: the same project, which wasn't working on PC, works unmodified in the laptop? If so, then yes - I'd say it's likely not AC-related.
It may well be a Unity issue, but one thing you can do is print the raw input values into the Consol…
Nice one, thanks for the update. In answer to your eariler post:
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A Rigidbody is only necessary on either the Trigger, or the objects it is intended to detect. A Rigidbody with "Is Kinematic" checked, attached to the Trigger, sho…
lockZLocAxis refers to its Z-axis position, not rotation. I'm not sure why you'd be getting a shift in Z-rotation, but it could be something to do with the use of LookRotation and the camera's starting rotation.
Try forcing the camera Transform's …
You'd need to use Unity UI, yes. The script would be attached to the ShiftLeft/Right buttons in the UI's Hierarchy. They wouldn't need to be linked to AC's Menu Manager, however.
Having the dialog box resize to fit only the shown options is tricky, but the first step will be to ensure that the Panel object (which should have the Content Size Fitter component to resize itself based on its children) only has the same number of…
Are you relying on a dedicated loading screen/scene, or just a loading menu?
If a scene, are you relying on Addressables, and is it an AC-scene?
Are you relying on custom scripts? It'd be worth ruling out this being an earlier-version issue by te…
The issue will be fixed as part of the next update. In the meantime, set a small (but non-zero) transition time.
For the appear-type issue, the Menu is turned via an Active Input (defined in the Active Inputs editor, available in the top toolbar).…
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You'd need to amend the "MyMenu" and "MyInventoryBox" strings with the names of your game's Menu and InventoryBox elements.
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A trick to achieve this is to have the Shift Left/Right buttons be a part of your Menu/U…
Test the sound without the scene-switching - first, try running the Sound: Play one-shot Action from a separate Cutscene within the scene. If it doesn't play, assign an AudioSource that has its Spatial Blend set to 2D.
It may be that the sound is …
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Does loading the save-file invoke a change in the opened scene? Try checking Always reload scene when loading a save file?.
Otherwise, what are your AC/Unity versions?
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The automatic Hotspot head-turning requires the Hotspot Detect…
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Uncheck Scroll speech text? in the Speech Manager.
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You can have lines require input to be dismissed by checking Display subtitles forever until user skips it?, just beneath.
I don't know the context, but you can either uncheck this…
What's your Interaciton method? Is the cursor set to change when over regular Hotspots?
Attaching a Hotspot component, with an Interaction defined but no ActionList assigned, may do the trick.