Apologies - I think I misunderstood your issue.
Can you share images of the NPC's Inspector? Make sure that Turn root object in 3D? is unchecked.
If it is, and you still encounter the issue, where in their Hierarchy is the Trigger located? Try m…
Looks correct, at a glance.
What are your AC / Unity versions, and how many instances of a prefab would typically go into a scene? I'll attempt a recreation.
Set the Video Player's Audio Output Mode to Audio Source, and then assign either the AudioSource from an AC Sound object, or assign an AudioSource that relies on the SFX Audio Mixer group (if enabled, see this tutorial).
Replace its Update function with this, and then reduce the "Height Threshold":
private void Update (){ if (player.IsGrounded ()) { float heightDiff = lastGroundedHeight - player.transform.position.y; if (heightDiff >…
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Uncheck Prevent interactions? in your InventoryBox element.
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This feature is available in the current release.
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Define an input named "SkipSpeech" in the Input Manager, and set "." (no quotes) in its Posit…
The "Salsa 2D" lipsync mode only affects the means in which frames are generated - how they're played is based on the character's settings.
If the character uses Sprites Unity Complex as their animation engine, the "Phoneme integer&q…
The Land trigger's invocation is currently based on the difference height between the Player's Y-positions before/after being in mid-air.
You can adjust this in the Player Land component, but currently a jump on a flat surface won't invoke Land bec…
Thanks, all seen.
It looks to be because you're making use of the "Animated Cursor" template, which overrides the default Cursor Manager settings to control its appearance.
Switching the Manager's Cursor rendering field to Software will …
The Events Editor itself doesn't have a Wait until finish? option - that's a property of Actions that last more than one frame.
If you're looking to make a change to the game when entering/exiting cutscene mode, you can use the OnEnterGameState / O…
GameCamera Camera components are disabled at runtime - they're used for reference only.
Rely on a new, separate Camera instead - you can attach it as a child of the MainCamera to have it move with it.
Touchpad doesn't have its own input method - as it emulates the mouse, Mouse and Keyboard should be enough.
What laptop(s) exactly are involved, and which AC/Unity versions? As this is a system/hardware issue, it may be that Unity or the laptop it…
Place an ActionList Starter component in a scene added to your build settings, and have it reference the asset. That will make AC aware of the asset, and include it in the gather text process.
A Hotspot's selection is independent of whether or not an Inventory item is involved.
Can you share screenshots of how the Hotspots are arranged in the Scene window - both in 2D mode, and from an angle so that their relative depth is clear?
Which version did you update from?
Do any related messages appear in the Console, are you relying on Audio Mixer Groups, and does this occur in Builds?
Welcome to the community, @DRGUILLOTINE.
I'm not seeing any video or screenshots - can you try posting the raw links again?
However, it should just be a case of checking Change cursor based on Interaction? at the top of the Cursor Manager's "…