Looks nearly there - the inputs and Hotspot settings look fine.
Though, this warning is appearing among the Console messages:
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To fix it, assign the Hotspot detector in your Player component's Hotspot detector child field.
I mean to check that the Marker is within the bounds of the NavMesh. With Unity Navigation, this is a case of baking it via the Navigation window.
When the Navigation window is open, and the NavMesh has been baked, you'll be able to see it represe…
This kind of gameplay can be achieved through scripting - but such scripting can be found within the "Puzzle template: Item arranging" package over on AC's Downloads page.
The basic technique is to rely on Hotspots for any item that can b…
Is it affected by the size of the Game window / Aspect ratio settings?
Best to see this for myself. Can you PM me a .unitypackage containing your Managers, the "Marker Felt" font asset, and a sample scene that has a Cutscene with problem…
Is this in the case of adding an additional scene through gameplay?
The OnAfterChangeScene event shouldn't be called when involving additive mode - this is reserved for when the active scene is changed out, rather that when additional scenes are ad…
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It shouldn't be so distant. How does your character sprite's scale compare with that of e.g. the 2D Demo player's?
Try dropping in Brain's sprite from /Assets/AdventureCreator/2D Demo/Graphics/Sprites/Brain/BrainIdle and put him next to yo…
Welcome to the community, @Magistrix.
Exactly how assets and bundles are accessed in a game will vary from project to project, so it may be that custom code is necessary to handle things.
Unity's DownloadDependanciesAsync function allows you to ca…
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Though AC isn't designed for action games, you could attach a Hotspot to the NPC and have the attacking logic be a regular Interaction.
If you make use of Player-vicinity Hotspot detection, the NPC's Hotspot will be selected automatically a…
This message will display if a Hotspot's Walk-to Marker is not on the active NavMesh.
What pathfinding method are you using, and is the active NavMesh correct? As this is a visual problem, any screenshots you can share will help explain the situat…
It's an issue with your Event System. AC's Optional Mouse Input Module and Unity's Input System UI Module both derive from Standalone Input Module, so there'll be a conflict if they're both active at the same time.
Disabling Input System UI Module…
How does a new scene compare to an old one? Do old scenes have an OnLoad cutscene assigned? You're certain no local Player is present?
If the Player gameobject is being deleted, a brute-force approach would be to search the code for instances of …
Portrait graphics can be set to animate based on lip-syncing automatically - see this tutorial.
Custom tokens within speech text is also possible - see the Manual's "Speech event tokens" chapter.
Welcome to the community, (The?) @GeorgeBroussard.
You're quite right - characters will rely on the Settings Manager's Destination accuracy slider (under the "Movement settings" panel) to determine "how close is close enough". …
You must make sure that the character's sprite is on a child object, and assigned in the NPC component's "Sprite child" field. This will set the sprite's rotation to have it face the camera automatically.
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When would you want it t…
Welcome to the community, @AdventureEnthusiast.
AC will take automatic control over any parameter listed in the character's "Mecanim parameters" Inspector panel.
Any such parameter will be set by AC each frame - so it shouldn't normally …
The selected Hotspot's name is displayed inside the Hotspot menu, which can be found in the Menu Manager.
By default, this Menu's Position property is set to Follow Cursor, causing it to appear over the cursor.
To have it instead appear over the s…
The Menu's Appear type is set to Manual. Set it instead to When Speech Plays.
Doing so will allow the For speakers of type property to display underneath. Set this to Narration Only to have it then only show up for speech lines that have no assig…