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There's no hard limit, though you may want to reference them via Addressables if you have many, as this'll avoid having your Settings Manager directly referencing them (and thus all being loaded upon startup). That's something that can be d…
Rely on a Sorting Group component, attached to the same object as the Follow Sorting Map. If one is detected, that'll be the only "Order in Layer" value that gets (and needs to be) affected.
This isn't involving AC, just Unity's animation tools. There's no need for Actions / events.
You can animate a GameObject's "enabled" state within the animation clip itself.
When creating your animations within the Animation window, and…
I still need to see all intended screenshots - I'm not getting enough details to work with.
To be clear, the "Map1 -> Lobby" transition works, but not "Bathroom -> Lobby"?
Not easily. How many lists are we talking about?
If copying over scenes completely isn't an option, I'd say you'd want to look into converting your scene-based ActionLists into asset files (via the cog menu in their components). You can then move…
I don't see any obvious issues - all looks correctly set up.
Your AC version is very old, however - are you not able to update? It'd be worth at least trying out the latest release in a duplicate project - just bear in mind that TextMeshPro suppor…
What scale is the scene using? That is, does 1 Unity unit equate (roughly) to 1 metre?
Do any relevant messages appear in the Console upon entering Play mode?
I don't see any obvious culprits - best to first determine if this is an issue with the…
Both links point to the same object.
But, the "Speech placement child" only affects the Menu's position - not its presence within the scene. If the speech bubble isn't appearing, it may be that the speech line isn't linked to the NPC.
I…
Thanks - looks like there are two culprits:
* The Menu's Use TMPro components? is unchecked - so you'd need to use a Text component, rather than TextMesh Pro UGUI.
* The Text object must be a child of the Button object linked to the Menu - in this …
It depends on what approach you want to take, but the turning on/off of your sprites (or entire rigs) would be part of the animations that get played.
For example, the "Walk_L" animation could turn on the left rig, and turn off the up/dow…
I'd recommend caution when doing so, as the Speech Manager will remove lines when re-gathering if it can't find lines that match existing IDs.
You can change IDs manually, however, by switching the Inspector to Debug mode. Selecting the Speech Man…
Would this be for a 2D or 3D game?
Both are valid options - you can keep the NPCs hidden off-screen, or spawn in their prefabs at runtime with the Object: Add or remove Actions.
However, it'd be difficult to keep track of what NPCs are visible, an…
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You can have an ActionList run a loop on itself waiting for e.g. a bool Variable to become true - but the issue is that it'll cause the game to become soft-locked as it'll end up in a permanent cutscene.
It's best to separate the logic into…
So long as each slot has the component, and you've updated the element to make use of text, that should be enough.
Could you share screenshots of your Menu and Inventory in the Menu Manager, as well as how the TMPro Text UI components have been add…
For 3D characters, the Rigidboy / Capsule Collider pairing can be replaced with a Character Controller - which often does the job just fine for standard point-and-click characters.
The first two links point to the same screenshot - was the second meant for another?
The OnStart cutscene logic is separate to the PlayerStart, however. If you unset the OnStart cutscene from the Scene Manager, is the Player appearing in the corre…
If the Event System is blocking it, it may be that mouse clicks are being registered by your UI before they can "reach" the Hotspot.
Is your "MapCanvas" a Unity UI Canvas? Try preventing raycasting to it, or you could try repla…
Would this be a "special" Inventory menu that only appears during this time, i.e. when the NPC asks for a given item, that's separate from the regular Inventory menu?
A cheaty way to do this would be to create a separate Converation, with…