What are your AC and Unity versions?
This being a visual issue, I'll need to see screenshots of the situation.
Can you share screens of the Scene window, showing both the MainCamera and the GameCamera, as they reach the edge. I'll also need to se…
A RectTransform container doesn't have a "visibility" property - only its GameObject enabled state. AC requires that UI object are initially enabled in the prefab for them to be mapped to the elements at runtime.
The typical way around t…
Are you referring to the connections between Action nodes - rather than ActionLists themselves (the whole chain of a list)?
Is it possible to provide steps to recreate this issue, or a file that it can be reliably reproduced with?
The script will only affect objects you assign in its Inspector. Unless the component refers to a character different to the one it's attached to, it will have no bearing on the behaviour of another character.
It's too open-ended an issue to under…
I was only explaining the use of the colon in answer to your question.
See my above post: you should instead be relying on narration, and filtering your menus by narration only / characters only to separate the two. You shouldn't have to refer to …
Sorry, I'm not clear - are you referring to the NPCs that spawn, or the Markers that they used as position reference when doing so?
When spawning an object with Object: Add or remove, you can assign the spawned object to a GameObject parameter if o…
What element type are you connecting to the Image, and what are its properties?
AC shouldn't be controlling the size/position of individual elements - only what they display and their enabled/interactable state.
If you move your control group to t…
The Menu would appear automatically. The setup would more like:
* A script attached to the UI prefab that configures its appearance based on the active Hotspot
* A script that stores individual Hotspot labels, which the 1st script retrieves from i…
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To be clear: I'm suggesting to uncheck this if the character isn't moving.
Does the floor have a collider?
You can try importing the 3D Sample Scene from the New Game Wizard - that should provide a working NavMesh to compare with. It's pr…
Context Sensitive would get you a decent approximation, but if you need more control over which is left, which is right, then you'd need to rely on Custom Script mode for your chosen Interaction method.
In this mode, how Hotspots are interacted wit…
The CSV importer will generate the Actions while still in Edit mode - so it shouldn't be a factior. What matters is the state of the Actions at the time of Play mode.
The "Appear type" settings of the two Subtitle menus need to be opposi…
Welcome back, @priabudiman! What's your AC version?
To be clear, this is for a 3D, point-and-click game? To move with a baked NavMesh, you'll need to ensure these conditions are true:
* The Scene Manager's Pathfinding method is set to Unity Navi…
This'll be a Unity issue - AC won't be controlling the sorting order.
You should only need 1 canvas - on the root.
What components are you using to render the circle animation?
If it essentially controls the same as Context Sensitive mode, i.e. left-click is one interaction, right-click is another, then it might just be a case of having to rely on a bit of scripting to control the appearance of a Menu that shows when a Hot…
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To clarify: the Hotspot detector is only relied upon if your Hotspot detection method is set to Player Proximity, as its collider will be used to detect Hotspots within it. When set to Mouse Over, this object is ignored (and can be removed …
What you have looks largely there.
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Both lines are spoken by the same character - so both will rely on the same menu. Do you want this line to first appear where it normally does, before the options show? If so, have the normal character (…
You need to assign the Unity UI Cursor component's RectTransform to position field as a child of the Canvas root - it can't control the Canvas itself.
When set, it'll reposition this object where the cursor should be - so all other objects should b…