So long as you're using the latest release, no change to PlayerInput should be necessary and the updated OffsetCursorExample script should be enough.
What is it about the script that isn't working? Don't forget to include the "using" lin…
What do you have so far? Here's the general workflow:
- Place an Animator on your Canvas prefab (root object)
- Give it four states (not transitions) with the names On, Off, OnInstant and OffInstant
- Give the Menu a Transition time the same lengt…
In future, please post technical questions and issues in Technical Q&A.
The camera object vanishes because you are referencing a scene object from an asset - meaning the asset is not able to "find" the object at all times.
AC works a…
Welcome to the community, @NickVSM.
1. 2D characters in 3D environments
Yes - camera perspective and character rendering are separated, allowing you to mix and match. If you use AC's Character Wizard on a sprite while making a 3D game, it'll also …
OK. To clarify though: the "OnLoad" Cutscene is run whenever a scene is opened due to the restoring of a save game file. Otherwise, "OnStart" it triggered when the scene begins through natural gameplay.
If you want the same Ac…
No. But what is the text appearing for each label in translations? It ought to still be a space?
Know that you can lock the Hotspot menu using Menu: Change state Action if you want to disable it.
Welcome to the community, @Caidran.
As the detail you've provided is a little bit simple, I can't give too thorough an answer - but know that you can always rely on a mixture of both AC and custom coding.
While AC's variable etc systems can genera…
Do you mean "Shift" buttons as opposed to "Shift"?
It is possible. When a DialogList element is rendered with Unity UI, the Maximum number of slots field should still appear in it's Properties list. Is that not showing for you…
You may also want to consider checking the "Force aspect ratio?" option in the Settings Manager, which provides black borders along the screen edge if the actual game window's aspect ratio doesn't match the one entered.
Recreated. This will be improved in the next release - though be aware you may also have to lower the "Fixed Timestep" in your Time settings if you rely on Rigidbody-based movement for your Player.
Welcome to the community, @AlexWaw.
When posting issues, please always be sure to also include version numbers of both AC and Unity, in case this is something version-dependent.
What do you mean about the player "moving to the point"? W…
I would have thought that the effect of LoadData would be immediately countered by the update of the player's head orientation - do you have any thoughts about why this might cause an issue?
How is your MainCamera set up, exactly? The provided Mai…
What is its Appear type property, and how are you turning it on exactly?
If you wish for it to appear during gameplay, change this property to During Gameplay. You can use the Menu: Change state Action to lock the Menu when you don't want it to ap…
The maximum number of saves, and the number of save slots in the Menu, are different properties.
The maximum number of saves you can make is defined under the "Save game settings" section of the Settings Manager.
Yes, just adding them to the Input Manager should be enough - I don't believe keys need be assigned.
The Available inputs box should list all inputs necessary - so the default Unity ones such as Fire1/2/3 aren't necessary. The only exception to th…
What version are you using?
Make sure that the prefab has a Constant ID component with "Retain in prefab?" checked, and then re-assign the fields. Are these Actions in an ActionList asset or a scene-based one e.g. a Cutscene?