Having the character delay their actual pathfinding call until the animation has finished would be tricky - as it'd involve ignoring the "built-in" call upon clicking in the scene.
What might be an easier workaround is to be a bit tricky,…
Nothing springs immediately to mind. Is your Hotspot ray length a suitable distance?
Place Debug.Log statements inside that function to try to work out why it's returning false - it'll run two separate raycasts depending on if you're in 2D or 3D.
Screenshot-taking
Ah, quite right. Sorry - the script will need to be in the scene for it to work after all.
Attach a Constant ID component to the prefab and check Retain in prefab?. Then, place the prefab back in the scene, and use the Object: …
I'm guessing it's because a Menu is - by default - non-interactive during Cutscenes, which your game is likely in while your speech lines play.
The Menu's Clickable in cutscenes? option can be checked to allow for interactivity during this time.
I'd second @Rairun's approach of altering the animation of the Player character. Though, depending on their animation engine, you may be able to get by with relying on the same Animator Controller.
With Sprites Unity, it'd be a case of placing a s…
Welcome to the community, @Magnus. There are a couple of issues to tackle, here.
Screenshot-taking
The message that appears is a Unity error, and will display if you attempt to read the contents of the screen before the end of the frame. This is…
Something else - though Play Custom should be enough to do it.
FacingAngle and Speed are both Float parameters under AC's control. For this approach, you'd create a new Trigger parameter named e.g. Reset, and create a transition from either Death …
Welcome to the community, @WanderingGiant. There are a few options available:
* Courtesy of PixelCrushers, AC has an excellent integration with Dialogue System, which has a wide range of import options.
* AC has its own integration package for art…
Welcome to the community, @LoveSonya.
As a test, try replacing your own Player prefab with Tin Pot, the 3D Demo’s Player. You can find them in /Assets/AdventureCreator/Demo/Resources/Tin Pot. If you assign him as your default Player, does the cam…
You can place the text inside a Menu, and use the Menu: Change state Action to show the Menu.
If you want the tutorial text to be dynamic (so that the same Menu can be used for different tutorial messages), store the text in either a String or PopU…
With Sprites Unity Complex, AC won't play animation states automatically - instead only affecting parameters that you set in the character's Inspector.
If you attach the "Remember Animator" component, however, then AC should record both t…
AC doesn't have a scheduling system, but it is able to move NPCs to other scenes, so that they appear in a specific location when the Player visits that scene.
To do this, you'll want to rely on AC's "Player-switching" system, and convert…
If you're prefabbing a Hotspot, I generally recommend that the prefab also includes the visual/Highlight elements, and that the Hotspot relies on ActionList asset files for its Interactions. This workflow is covered in more detail in this tutorial.…
Not a dedicated option, no - it's not a typical adventure-game mechanic.
You might be able to acheive something along these lines by moving the object towards a child object attached to the camera, that's positioned in the corner of the screen wher…