It's because your Animator component has Apply Root Motion checked, which means that the character's motion is tied to their animation.
Adjusting the Walk / Run speed scale values will affect the size of the Animator's MoveSpeed float parameter, bu…
Version 1.85.4:
* Added: Ability to change the cursor icon when hovering over SavesList menu elements
* Changed: "Input: QTE" Actions no longer turn off their "Menu to display" if it was already on to begin with
* Fixed: Compati…
If you uncheck the Speech Manager's Can skip with mouse clicks? option, then dialogue progression will only occur when the "SkipSpeech" input is invoked.
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Support for Unity 6.3 was included in AC v1.85.4, released yesterday.
Don't import the Downloads package - the latest version of this is included within AC itself.
If you imported, remove the /AdventureCreator/Downloads/Input sytem folder, and then use the New Game Wizard's "Modify existing" option to impor…
Thanks for the explanation - though I'm on the fence about an official change. There'll likely be instances where such a rotation isn't wanted, and AC as a rule only controls Menu positions so that their rotations can be manually controlled.
A cus…
Unchecking Unfreeze 'pause' menus? ought to keep it Paused, but some Actions won't work correctly while the game is paused.
Being in Cutscene mode shouldn't allow regular gameplay input, however.
Implemented through script, as in - custom scripts?
Certainly the system you've shown in your screenshots is particularly complex, and while the logic looked sound, it would be worth reverting to AC's default Save/Load menus - at least while testin…
What are your AC and Unity versions? The error lines suggest you're using the "Downloads" version of the Input System integration, whereas there's now an official one built-in to AC itself.
I'd recommend uninstalling this one and using t…
I've dug as deep into the files as I can. They're corrupted at the point of saving.
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I'm not sure about that. The issue that the fix above was for wasn't widely reported, so I don't believe it's that widespread.
If you're getting reports …
Unity's Profiler is always the best first port of call when it comes to debugging stuttering issues.
Is the NavMesh of this scene comparatively complex? Try swithing your Pathfinding method to A Star 2D, which is better at handling complex NavMesh…
The "ActionList when click" should kick in immediately once it gets clicked - are you closing the Menu as part of this asset?
If you can share screenshots of the ActionList(s) involved, as well as their properties, I'll see if I can spot …
Thanks for the clear details!
The log includes the following error message:
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It's not a huge amount to go on, but it does suggest a corruption of save-data.
If there was an issue with the culture/region, you'd probably get a message along …
If needed, you can also disable AC's Input system completely using the Engine: Manage systems Action at the start of your ActionList.
However, if the ActionList blocks gameplay, then gameplay inputs should be ignored.
Is this the case? You can vi…
The Items themselves would need to be declared, but you could use scripting to populate their data (e.g. textures etc) at runtime.
To get an API reference to a particular field, right-click the field's label in the AC Game Editor.