See Section 11.1.2 of the Manual for a rundown of how Unity UI works with AC.
When using Unity UI, all appearance controls are left to Unity UI. To modify the look, place the prefab in the scene, make changes, and then Apply them back to the origi…
Quite right. Since the free-aiming is a 2D axis, you'll need to create 2 axes in CNControls - "FreeAim X" and "FreeAim Y" for the horizontal and vertical axes respectively.
using UnityEngine;
using CnControls;
using AC;
public…
Rigidbody and Circle Collider 2D components aren't necessary for 2D characters to walk, only for collision and evasion. If you have no need for those, you can either check "Is Trigger" in the Collider, or remove the components on the NPCs.
Certainly it's feasible to add almost anything on with the correct coding, but I wouldn't recommend making large changes / additions from the get-go.
What I suggest to people planning on integrating their own systems is to first become familiar wit…
I should think you'd have to use CNControls for all of that - or at least some kind of custom set up, because AC doesn't have a "split-screen input" option.
The wiki script allows overriding of AC's use of Input.GetAxis - which is used to…
Welcome to the forum, @norfor.
It should be said that AC is intended for traditional, non-combatative adventure games. Things like enemies and complex AI would have to be added on separately, as that is beyond the product's scope. I can try to gi…
You'll first have to arrange the frames in one image, in a grid, instead as an image sequence. You can then use it as AC's walk cursor following the steps in this post.
Sure:
(Image)
Make sure the image has Read/Write Enabled in its Inspector, and that the number of Frames, Rows and Columns values set in the Cursor Manager matches up with the details of the image.
This example uses icon images used by the "…
Don't worry, it didn't - I just need to know to know the scenario in full when considering such changes. I'll see if the compromise can be implemented.
In what version of AC?
The video shows the problem, but not enough detail about the player to understand why. I'll post some suggestions, but if they don't work please post screenshots showing the full Inspectors of all the character's GameObjects…
This is with the Object: Send message Action?
When an asset file references a scene object, it does so by recording that scene object's Constant ID number - and creating one if one doesn't exist.
You can use this fact to have this work in multiple…
I'm afraid that doesn't show enough - the game window suggests that "Nav" is active, but what are it's settings? What are its Inspector values, and what happens when you change them? In what way, specifically, are they broken?
I'm aware of Slate, I agree it's a great tool.
I would like a bit more clarity, though. Are you animating the "AC" characters (i.e. the root objects), or just their children? I'm trying to understand why - if AC previews the correct sca…
When your Input method is set to Touch Screen, and your Movement method is set to First Person, an option under "Movement settings" named First person movement will appear. Have you tried setting that to Touch Controls Turning Only?
I'm …
Afraid not - Unity doesn't support gif files. You can, however, animate the walk cursor by arranging each frame in a grid of a single texture and using the options in the Cursor Manager to animate it.