Welcome to the community, @NightlyJambles.
Is the issue specific to those Hotspots that have Interactive Boundaries? That is, if you unset the boundary field for a given Hotspot, does it then become interactable at any time?
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What collisio…
Thanks for the files - but I'd need them either as a .unitypackage file export, or for them to also include the associated .meta files.
From your description, above, however, I think I'm understanding the issue:
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Which object an animation a…
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If that's the case, I'd recommend double-checking the setup of the animations themselves, to make sure you don't have a "head" animation that affects the body.
AC won't be in control of what object an animation affects - it will o…
Is this to say that the default talking animation plays correctly if you disable lipsyncing?
With From Speech Text mode, and Sprites Unity animation, the animation should work by playing the provided Talk animation using the current lipsync frame t…
Welcome to the community, @araphre. What are your AC/Unity versions?
I don't see anything amiss in the screenshots - are the animations in the Head layer separate assets to those in the Body layer that only animate the head?
You mention lipsyncin…
While AC isn't geared towards "AI" in the general sense, simple behaviour such as this is doable with the use of Triggers and Variables.
* Firstly, the Monster can be a regular NPC with no Hotspot component
* Their patrol route can be cre…
Oops. Actually, this issue is actually a bit different.
The wallLayer variable was deprecated in favour of the new wallLayerMask variable - see the "Upgrade note" section for v1.83:
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Character Inspectors have had their "Wall…
Your in-game screenshots show two Subtitles menus. Is that to say that the new Subtitle menu shows up at the correct time, just with the wrong text?
If so, it's probably just a case of re-assigning the prefab's components to the element fields. i…
Unfortunately, it's not possible (AFAIK) to check if a given key exists before attempting to load it - at least, not one that doesn't involve additional overhead and waiting.
Does the game continue correctly when this line is run in a build? Thoug…
Sounds like a case for the use of Unity UI cursor rendering.
With this mode, you can use Animation to control the appearance of the cursor.
This relies on parameters and transitions, as with regular animation.
For example, when Inventory item ID …
Sorry - by I was still including the header in talk of "one line".
The first row in the CSV must always be the header, and this is what the Importer will show in the column-selection fields. To import a single line, you'll need to have t…
A Subtitles menu (i.e. one with an Appear type set to When Speech Plays will turn on automatically when speech is played - provided the conditions match.
If you duplicate the default Subtitles menu and restyle it to appear above the Player, both wi…
If you want to overwrite the original text data, i.e. that in the scenes, you'll need to use the Import As Original Text option.
That process will involve every row in the CSV file, so if you want to cut things down to just the lines you specifical…
Link deleted. AC is a commercial product - do not post links to download it publicly.
You can delete the old Conversation menu if you have no need for it. You can bring it back later if desired by copying it from the Default_MenuManager asset fil…
The [hold] tag simply causes the line to display once the Action that calls it has ended - which is why you're now seeing the two Menus overlap.
To position the text above the Conversation options, you'll need to use a separate Subtitles menu that …
You mention scenes - are you importing any column as Original Text?
This is a slow operation, and will cause AC to brute-force each entry individually - searching for the correct scene line-by-line. The length of time should be proportional to the…
I'm not clear on what you're referring to - what icon?
The [hold] tag is text that you insert into the speech text itself - see the Manual's "Speech text tokens" for details on this topic.