Which part of the Manual are you referring to?
Instead of invoking the ToggleCursor input, have an Active Input that calls the Player: Constrain Action to control both player movement and free-aiming. Disabling free-aiming will automatically unloc…
Welcome to the forum, @skanablu.
If the Variable's type is Float, you can have its value displayed in a Slider Menu. This works for Unity UI-based Sliders, too, for a bit more visual control over it.
What platform are you building to?
Is your Interaction menu itself set to pause the game when enabled? So that I can attempt a recration, please post images of your Settings Manager, Cursor Manager, and Interaction menu's properties.
After the opening brace "{" - though this appears to be a separate issue, in fact.
Where is the version reported wrong - in the Manual, or at the bottom of the AC Game Editor window?
It looks like this is to do with the placement of the …
The Y-axis movement options are currently ignored if the X-axis movement is set to SideScrolling. I will see if this limitation can be removed, but otherwise setting the X-axis movement to another option will get it to work.
Apologies for the trouble. In what version is this occuring?
We'll need to see the full error so that we can get to the bottom of it - please click on any of them and copy the full message that appears beneath it when selected.
If you are using v…
That's not the same as the updated script I posted - see that "Mouse" is referenced in your Start function, but the name of the function beneath is "CustomTouchPosition".
Replace the line inside your Start() function with this:
…
In what versions of AC and Unity? If not the latest AC, please backup your project and upgrade to see if this is still an issue.
Please also describe how and when you are switching player - a shot of the Action, and your Settings Manager, will be …
The Crossfade feature is a convenience tool in that it will automatically turn off everything else in order to show the new one specified. But for proper control, ActionLists should be used.
The "Save" button is hidden automatically when…
You said it works, so it is effective. But the coding wouldn't be much if necessary and I already gave you the key part. Placing that in an Update() function would cause the movement method to switch according to whether or not you're holding down…
If you want to change movement method based on input / timing, I'd definitely recommend writing a custom script instead. Something along the lines of:
if (Input.GetButton ("Fire1"))
{
AC.KickStarter.settingsManager.movementMethod = Mov…
I don't recommend adding Remember components at runtime: it'll mean that they assign new ID numbers each time, and can also cause confusion when loading scene data that doesn't exist.
It may be that a custom Remember script is necessary, so that a …
You'll have to replace your GameCameras in the scene with GameCamera2Ds, in that case. The prefabs available in the Scene Manager will vary according to what camera perspective your game is set to use.
1. 2D characters in 3D environments
The lighting/shadow aspect isn't handled by AC - that's on the Unity side. AC takes care of the actual placement of the 2D character in the 3D scene, allowing it to move in 3D space, etc, but it's Unity that hand…
Welcome to the community, @pauxxx.
The error message is alerting you that your PlayerStart has no associated camera. Each PlayerStart in a scene needs a camera, so that the game knows which camera to start from.
In your Scene Manager, make sure t…
Saving can be prevented at any time by using the Engine: Manage systems Action.
What is the Appear type of the Back Button's Menu? For it to work automatically with saving, set it to During Gameplay. Then, rather than using the Menu: Change state…
Please try it in the latest release, as some issues related to movie playback was fixed since v1.56d.
The latest release also allows for the use of Unity's new VideoPlayer component (Unity 5.6+), which is now the recommended way for video playback.