You could - provided that the 3D player had not 3D physics components (Collider / Rigidbody) etc. You can test this by loading up the 2D Demo, dropping Tin Pot into the scene, removing those two components and running the scene.
You'd also have to…
If all you're looking to do is track the "vinesCount" integer, then
relying on a local variable should indeed be enough - no need for a
custom save script. Know, however, that a custom save script shouldn't
need any special "reset…
In which version?
Likely it's because the Menu itself is "on", so far as AC understands it. An "in scene" Menu doesn't have any concept of which scene it's actually used in - just which ID numbers to look for when it's called u…
Welcome to the community, @Fundata.
The default interface involves accessing inventory from the top of the screen, and comes with left/right scroll buttons if too many are displayed. Items can be combined with one another, or run custom sequences (…
You can certainly change camera perspective through script, but the scene it's changed for must be set up to make use of it - the Scene Manager alters itself based on the value.
Know that you can still use the GameCamera2D prefab in 2.5D scenes, wh…
The Input: Check Action on a loop is not recommended. If you want to detect generic input, it's better to instead use Active Inputs - see Section 2.6 of the Manual. However, using a regular Hotspot Interaction for handling clicks to the cube shoul…
UPDATE: Actually, this should be possible already.
Set your See Interactions with field to Cursor Over Hotspot and Hotspots in vicinity to Nearest Only. If you're using a keyboard-interface, that should be enough.
I can certainly consider a tutorial, but the thing about this kind of game is that the workflow can vary depending on what suits your particular needs and preferences.
If your character is 3D, and you're looking for a "true" 2.5D experien…
Welcome to the community, @rubendarioramirez. Glad to hear of your target audience :)
I'm not too sure I follow completely, I'm afraid - does clicking one object change all, or just the one? Is it changed randomly, or in a set sequence? Images c…
Not currently through any option in the Settings Manager, through it should be possible with simple scripting:
KickStarter.playerMenus.EnableInteractionMenus (myHotspot);
That code will enable Interaction menus for the Hotspot variable "myHot…
If it's purely an animation issue, it might also be affected by your transition values in the Animator (i.e. the "Move speed float" value that triggers Walk -> Idle. Some tweaking of that may also yield improvement.
OK, in that case could you PM me it to me, along with any assets (textures/fonts/canvas prefabs) that link to it? They can be packaged up as a .unitypackage file from the Edit menu.
It's commendable that you're satisfied, but this will need to be addressed - if you've encountered this bug then it's inevitable that other users will as well.
If you could, please test a code change to SceneChanger.cs which you can find here. The…
Any public Inspector field can be animated, and that's not an AC feature - that's Unity.
Never mind having AC control the animation for now - first work on creating the actual animation itself. If the animation will always play, there may not even…
AC can play back Video Player components using the Engine: Play movie clip Action. However, this Action does not affect display settings like Render Mode, so the Video Player component must be set up correctly beforehand.
If its set to its default…
Welcome to the community, @mette.
1. Unfortunately, there's no "magic answer" for whether or not any two assets are compatible with one another - as they're all developed separately and take different approaches to different problems.
Th…