The character's feet and root position should be at the same place to begin with: the yellow and green circles, essentially.
What was the link? When flipping, does the position of either the sprite child or the root object change?
Engine: Wait
I'm not sure how in-demand a random wait would be, but it'd be very simple to write a custom Action that does that. What's a typical reason you would need it for?
Sound: Play
I don't understand what you mean by LoopWithRandomInterval …
Welcome to the community, @MiLO.
Interesting find, I agree that it could give a game a unique feel. However, I'd call this outside of the scope of AC, at least so far as the base package goes. AC is also not a graphics tool - and is designed to w…
I suppose one thing you could try is to create a second InventoryBox element of the type Display Selected, which is non-interactive and will only show the currently-selected item as a single slot. If you make that display Icon Only, and each of you…
What do you mean - that Interactions trigger but the player doesn't move, or that Interactions don't trigger at all?
Other than the "isMenuOpen" bool needing to be declared, the script works fine for me when used in the 2D Demo (after cha…
Disabling the Rigidbody itself shouldn't be necessary - I believe you'd just need to enable the Is Kinematic checkbox.
Adding a Remember Transform component would store the position, but not anything about the Rigidbody. There would also be issues…
The Inventory: Check selected Action can be used to check the currently-selected item, however it doesn't work for Interactions because the item is de-selected at that point.
I'll add the ability to do this in the next update, so you can use it as …
If it's a speech replacement you need, consider using Speech tokens (see Section 10.5 of the Manual).
Tokens are special words that get replaced when used as speech text. A Variable's entry in the Variables Manager gives the name of its own token,…
This '+' would be over the second item's name? If you could show a mockup image, I'd appreciate it - I'm a little uncertain.
It may be that you have to use the OnMouseOverMenu custom event, which can be used to trigger custom code when highlightin…
You can loop Actions back on themselves, pausing them with an Engine: Wait Action if necessary. The ActionList: Kill Action can also be used to have a separate ActionList (e.g. a Trigger) stop it from running.
An integer variable can keep track of…
This really is Unity terroritory, but IIRC Unity converts any images you import into its own format. Options in their Inspectors allow you to set compression levels, and the built-in Sprite Packer is recommended for all sprites in general.
The object on which ActionList/Cutscene etc components are placed is independent from the object's they affect - you don't need to place them on the sound objects.
Essentially, there are three ways of playing sounds:
1) The Sound: Play Action - th…
1/2) It should be automatic, IIRC. I'll look into this for you. What AC version are you using?
4) Yes, I'm afraid you'll need separate Cutscenes for each node.
You should be able to select/combine items with direct-controlled Menus.
1) When any issue with Unity UI comes up, I always recommend that the first thing to do is switch the Menu's Source back to Adventure Creator so that we can see if the problem…
Hopefully by the end of this week, but it's subject to change as other bugs are reported and also need addressing.
You can PM me privately if you'd like a WIP package to test - though as it's still WIP I wouldn't recommend using it in a production.…
The "Object: Visibility" Action affects Renderer components - i.e. meshes and sprites - not Lights. To control a light through ActionLists, attach the included Light Switch component to it - see the "Light Switch" chapter of the…