In general, colliders associated with Hotspots should have "Is Trigger" checked. This'll prevent them interfering with interfering with collision.
If you check this option on the NPC's PolygonCollider2D component, they'll still be intera…
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Hung as in they don't move anywhere? Are they on the NavMesh at the time, and how are they configured? Any screenshots you can share of their Inspector(s) will help explain the situation.
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Is this to say that if you instead command…
Thanks for the details, but it's a bit tricky to see how things relate to one another. In what order are the three ActionLists being run?
Would you be able to PM me a .zip file containing your scenes and Managers that demonstrate the issue? Graph…
I appreciate it's tricky to explain, but I do need to be more clear on what you're asking for.
If a new node B is dragged out from A, then node A should be automatically linked to node B, with node B not being linked to anything.
Is the behaviour …
If you've enabled Player-switching in the Settings Manager, then the Auto-sync Hotspot state? option in your Player Inspector will determine if their attached Hotspot is automatically turned off and on based on whether they're the active Player or n…
Are you looking to disable the Player's ability to navigate any of the NavMesh, or limit their movement to a portion. Screenshots showing the layout will help me understand the situation.
If you're looking to disable Player movement completely, yo…
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I'm afraid this is a limitation of the feature. If you wanted to only use TMPro for a particular element, you can instead use this script on the AC wiki to configure it per-element.
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When using Unity UI, colour changes are handled b…
No - it can and should be used whenever parameters are involved in the Hotspot's Interaction.
That it works for isOpen on its own isn't clear - but the ActionList won't end if the variable cannot be found. It may be that it can't be found either, …
Welcome to the community, @Flics.
I'm afraid I can't recreate the issue - the Player should always move to the Walk-to Marker, regardless of speed.
Does this occur if you switch your Movement method to Direct?
Welcome to the community, @ventureman.
Journal data exists in MenuJournal elements - they aren't tied to any specific scene, and should be scene-independent.
Could you share your AC/Unity versions, as well as screenshots of the Journal element and…
By "remove it", do you mean change the Action's type - or delete and insert a second node?
With the latter, AC will transfer the "socket data" from one to the other - is this what you're looking to prevent?
Otherwise, the issue…
The script above doesn't reference the Player/main character directly - only what you assign in the Character and Animator Inspector fields. Are both updated to reference the character it's attached to?
How the parameter value is set depends on how you run the ActionList.
Are you running it with the ActionList: Run Action? Or is this assigned as a Hotspot interaction?
If you use the ActionList: Run Action to run an ActionList that has parameters…
Welcome to the community, @JakeT.
My apologies for the hassle. It is covered in the Manual's "Highlight" chapter, but I agree that it should be made more prominent - thanks for bringing it to my attention.
Your ActionList references three separate characters instructed to move - which one(s) are affected?
You have a few branches that might cause the ActionList to end prematurely if certain conditions aren't met - is it ending too soon, or is it hangi…
AC will work with TextMeshPro - but you need to let it know that it's safe to run its TMPro-referencing code, as it'll cause compilation errors otherwise.
This is a case of going to the Player settings of your Project Settings window, and adding &q…
The cirumstances under which new Actions/node connections are made - I'll need to know the specific situation at play.
How are you creating the new node - by dragging a wire from an output socket, or adding a new Action from the menu/toolbar?
Can …
You'd have to use scripting to replace the up/down button functionality, as (I'm guessing) you'd want to use them scroll through each item in the InventoryBox and only "shift" the boxes once reaching the end.
This'll also need a reworked …