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Check your Console - if the Subtitles menu has become locked somehow, it'll report so when speech is played.
That wouldn't affect the playing of audio, however - what method are you using for voiceover playback?
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As with Inventory i…
You can't omit the Main Cursor - as it's necessary for Menus - but you should be able to use a custom script to manually "skip" the Main Cursor if you're in regular gameplay.
Something like this should do it:
using UnityEngine;using AC;p…
We'll need to see if this is an issue with point-and-click movement, or with pathfinding in general.
Place a Marker somewhere on the top level, and - when the Player is up there - run a Character: Move to point Action that moves them there. Are th…
Quick note on the above script: if you're attaching multiple instances of it in the scene, you'll need to have it check for the currently-selected Hotspot - the event is run for each instance, so otherwise you'll get each running at the same time:
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Turns out this is a simple fix.
Open up PlayerMovement.cs, and replace the line:
KickStarter.player.SetMoveDirection (cameraAlignedInput, true);
with:
if (SceneSettings.IsUnity2D ()){ KickStarter.player.SetMoveDirection ((moveKeys.y * KickSta…
The game comes out of "pause" mode when running an interaction - so if the Player has a movement destination, they'll be able to while it runs.
They shouldn't be getting a movement command by clicking the Menu, however. Check that your M…
What is this InputManager prefab you're using? It's not a part of AC.
You can assign a custom EventSystem prefab in the Menu Manager - AC will spawn this into the scene when needed. Alternatively, place a copy of any necessary prefabs into the sc…
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The "right-to-left" box only affects the direction of text-scrolling - it won't affect the contents of the text itself once fully displayed. The supplied translation will itself need to read right-to-left.
If it's the scrolling y…
Essentially it means that the character's facing direction is separate from their movement direction.
The opposite of this is the "Turning Circle" option, where the character will always "move forward" as they turn, meaning they…
Revert back and load in the normal way - does it work again?
What exactly is the issue with the menu - do the options not show, or is it not interactive? If the latter, what is the Menu's Source and how is it intended to be navigated? With the mo…
For 3D games, a character needs either a Character Controller, or a Rigdbody + Capsule Collider pairing.
It can't use both, however - if you want to swap to a Character Controller, remove the Rigidbody and Capsule Collider first.
You can emulate t…
The constraint values aren't always straight match for position values - the offset and Player's original position are also factored in.
Try altering the X direction's offset value, and/or unchecking Use default PlayerStart?.
Only the NavMesh Agent Integration component should be capable of disabling the NavMesh Agent. As it's standalone (i.e. unreferenced by other scripts), you can duplicate and amend to suit your game's specific needs if necessary.
However, it's had …