* Does this behaviour occur if you create a new scene, and run the two Actions shown above to switch to the scene with the issue?
* Is your Player character present in the new scene file, or spawned in from the Settings Manager?
* Is AC's "Play…
Switching it to Automatic will cause AC to affect the character's motion directly. With the NavMesh Agent working as well, the doubled speed is due to both assets moving the character at the same time.
You'd need to disable the NavMeshAgent / inte…
Which element are the Buttons you're attaching the script linked to? The default Objectives menu has an InventoryBox element named Objectives which shows a list of available Objectives. That's where the script is intended to be used.
Did you install the 9-verbs template via the New Game Wizard?
Check that your Settings Manager's Camera perspective field is set to 3D, and that your Hotspots are on the Default layer.
@Alatriste No apologies needed, everyone is welcome to suggest…
That behaviour is optional.
Thanks for the Managers. It looks like this is just a case of having to uncheck Only show label when over Hotspots and Inventory? in the Cursor Manager.
This is occuring in the S_Corridor scene, i.e. the one that gets switched to from the Title screen?
How many PlayerStarts are in the scene? When entering from another scene, the Player will use the one most appropriate it finds. The "Default…
Firstly, you'll need to fix a minor issue within AC itself.
Open up AC's MenuInventoryBox script and look for the following around line 676:
if (uiSlots[i].uiButton && uiSlots[i].uiButton == gameObject)
Replace with:
if (uiSlots[i].uiBut…
I cannot reproduce such behaviour - copying your settings causes the active graphic to be shown only when over Hotspots.
Does this occur in the 3D Sample scene file, and can you PM me your Manager asset files?
The yellow box is only drawn when using a Box Collider - it won't show for a Mesh Collider. That doesn't prevent it from being interactive, however - it's just a visual indicator when designing.
Is your object on the Default layer? The presence o…
Thanks for the screenshots. Neither of your Inventory items have a "Look" interaction defined - they both only have Use defined.
You'll need to create a new Standard Interaction and set the "Use" dropdown to "Look" to…
Not currently. When working with InvInstance, it's best to use custom scripts to get/set the relevant data.
Rather than putting things in a range of separate custom Actions, I'd recommend using event hooks to combine all into a regular MonoBehavio…
Welcome back, @StitchesStitches.
Are you looking for Items in the Inventory to have an Interaction menu popup, or should this only be for Hotspots?
If you want to remove the use of an Interaction menu for Inventory items, just set the Inventory in…
The Autosave still counts as a save-game file. If you run the Autosave process at least once, then the "Number of save games" value will be set to 1.
So long as you don't Autosave the game before presenting the Player with the Title-scre…
I'd avoid overlapping Triggers like that - it can cause confusion with Unity over which Trigger is the "main" one you want to take effect.
Instead, separate them by a distance comparable with the Player's radius, so that they can only be …
The Click Marker field in the Settings Manager is specifically related to clicking the NavMesh, as a way of conveying to the Player where they will be moving to.
The Click FX template uses its own system to spawn the marker at all times, with diffe…
It's possible to have Speech rely on Time.unscaledDeltaTime as opposed to Time.deltaTime by setting its useUnscaledTime property through custom script.
Conversations themselves are separate, however - they're not strictly tied to speech unless that…