Perhaps I'm misunderstanding your intent - is the Player not supposed to move on the first click?
Best start over, and let me know the exact behaviour you're looking for with both clicks - visuals would be welcome as well, is possible.
(Quote)
Whi…
It shouldn't need to come to that. My hunch is that it's a simple setting somewhere, but I can't tell what it might be just yet.
How long are each of the animations, frame-wise? If you make Highlighted last for a second, and then check "Has …
Thanks, I believe I've recreated this.
It looks like a case of the Speech Manager's Minimum display time and Display time factor being hidden but still in use for background speech.
I will remedy this in an update, but in the meantime: uncheck Dis…
The text itself can be exported - the use of Addressables here is limited to the use of speech audio.
The restriction in your screenshot is related to the "Audio" column, which is used to output whether or not a given text line already ha…
Is the Variables component attached to the object that the Trigger is colliding with?
If so, and you're assigning that object as a GameObject parameter via the Trigger's Collider parameter field, then you can use that parameter to override the Vari…
If it's currently set to an Interaction icon set in the Cursor Manager (i.e. not currently an Inventory cursor), you can read the GetSelectedCursorID function:
int cursorID = KickStarter.playerCursor.GetSelectedCursorID ();
To convert this into th…
The Object: Call event Action can be used to set the "Enabled" state of a specific component, but it may be easier to embed your "ignore" condition into the custom script itself.
For example, if you want to prevent the RunAction…
Did you opt to have Unity auto-create and set up the Animator?
Double-check the transitions have the correct conditions - which animations play should by determined by those, and those alone.
Is the Animator attached to / set to animate the Image …
If you're making the setting dynamic via a player-configurable option, yes - for the moment.
You can get an API reference to change the typewriter effect field through script by right-clicking the field's label. It'll be something of the form:
AC…
Your concern is valid.
All I can say right now is that I am keeping a close eye on the situation, and will make an official announcement when I have news to share.
You can duplicate or re-purpose the prefab's included "Jump" button object to create additional inputs.
For each Button, register it in the root's Joystick UI component by increasing the "# of buttons" field and assigning it in …
Welcome to the community, @Sneb.
The NPC size/ordering issues you're experiencing are a result of them being a part of the scene's Sorting Map - which will be the case for any character that has the "Follow Sorting Map" component.
The So…
By "AC Joystic", are you referring to the "UI template: Mobile joystick" template on the Downloads page?
If you're looking to have an on-screen button run an ActionList when pressed, you can do this with a Menu created in the Me…
If your NavMesh is too large, an alternative to the breaking it down is to switch your pathfinding algorithm to A*.
Movement with this algorithm is a little different to the built-in one, but performance is considerably better. An integration for …
Apologies, I misread your previous post. Ignore my comments about "Selected", they were incorrect.
Check your "live" Animator at runtime - is the Highlighted animation playing, but without it affecting anything visually, or is …