See my earlier comment:
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A 2D scene's Scene Manager will provide "GameCamera 2D" as the default camera type. If you instead use "GameCamera", which is the default for 3D scenes, it'll allow for perspective changes as it …
Welcome to the community, @TierraM.
Fire TV isn't a platform that AC officially supports - but AC does offer an integration with Unity's Input System over on the Downloads page.
If Fire TV's remove is compatible with Input System, then this integr…
By "imported", do you mean that you're using a separate camera asset, or you're just making use of AC's own GameCamera Third Person camera type?
If the latter, check the input settings of its Inspector. The default "Pitch axis"…
So effectively, you'd be looking to check the Inventory menu's Ignore input? property when the Pause menu turns on?
You can achieve this through scripting: the OnMenuTurnOn and OnMenuTurnOff custom events will fire when the Pause menu turns on and …
Welcome to the community, @badCube.
The default interface causes the game to pause when the Pause menu turns on - this will disable the InGame and Inventory menus at the same time.
It looks like you've unchecked the Pause menu's Pause game when en…
Thanks for the feedback, @GeorgeBroussard.
There have been improvements under-the-hood to the default 2D pathfinding since this thread, but a separate 2D pathfinding algorithm is available on AC's Downloads page.
The "A* 2D Pathfinding" …
Glad to hear it's been resolved - thanks for the details.
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If I'm understanding your setup correctly: how large a sprite will appear on-screen is a factor of both the PPU setting as well as the sprite assets' dimensions. A character that us…
For a one-click interface (i.e. a Hotspot is interacted with via a single key/button-press), set the Interaction method to Context Sensitive.
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The label is appearing within the Hotspot menu, which by default is set to be positioned above the…
You'll get a Console message about no Dialogue Option being assigned, but the switch to another Conversation should work - provided the reference to it is retained at runtime.
I notice your Conversation has a "Dont Destroy On Load" compon…
Importing an AC update certainly shouldn't affect lighting - unless you're somehow using the Lighting Settings of the Demo game?
The same should be true for your Menus - have you made sure your own Managers are re-assigned after the import, and tha…
Welcome to the community, @Zinph.
If this is more a case of wanting the NPC to walk out of the Player's way if they get too close, the NPC component has a Keep out of Player's way? option towards the bottom of their Inspector. Checking this then a…
What version were you previously using?
For the "Back" option to run another Conversation, it should just be a case of setting the option's When finished option to Run Other Conversation, and setting its own Dialog Option ActionList to ha…
The issue is related to an unfortunate bug with v1.76.1, whereby objects placed on "Ignore Raycast" aren't ignored after all.
v1.76.2 addresses this issue, so updating should resolve it. Alternatively, you can fix it manually by locating…
Thanks for the details. The script you've posted shouldn't factor into this.
Just to rule out this not being a case of the variable being set to True (rather than not updated at all), what is the behaviour of setting it back to False before loadin…
Version 1.76.2:
* Added: Ability to loop PopUp variable values increased using the "Variable: Set" Action
* Added: The Game Text, Inventory and Variable export windows now retain their field values by default when re-opened
* Added: The I…
Best to see updated screenshots along with the speech Action. If you've affected the "For speakers of type" field, then it'll only show up for speech lines that match the conditions you've set.