Inside GameCamera2DDrag.cs, replace the five instances of:
is2D
with:
_is2D
(Case sensitive)
I shall include a proper fix in the next release, thanks for the alert.
You may be able to fix the looping/locking issue by setting the ActionList's When running field to Run In Background.
However, the "best practice" way to run Actions when a Menu closes is to define an ActionList when turn off asset within…
The time display issue was fixed after v1.55. Please upgrade to the latest release.
You still have to amend your Save/Load menus to display screenshots - this is done by changing the Display field of SavesList elements to Icon And Text.
A sample …
Editor* Added: Readability improvements to Sorting Maps in the Scene window
* Added: Minor UI improvements to Menu Manager
* Added: UI improvements to Phonemes Editor
* Added: Right-clicking a variable's "Replacement token" field allows yo…
And the full changelog..
Upgrade notes* Sunsetting Unity 4 compatibility - packages can be made available via email if required
* The "Dialogue: Play speech" Action's "Wait time offset" value can no longer be less than zero - us…
When posting your ActionList, please show it in full, rather than a snippet - I need to see all of it.
Where are you using the Object: Send message Action to disable the Trigger?
Use the Save: Check Action. The Save button's visibility is determined not by gamestate, but by whether or not saving is possible at that moment. This Action can query the same thing.
Use it in the Pause menu's ActionList when turn on asset, and …
Due to the fact that this script may require tweaking from character-to-character, I've added this to the wiki instead of making it "official": http://adventure-creator.wikia.com/wiki/Frame-flipping_for_Sprites_Unity_Complex_characters
Th…
I apologise for your frustration, but we will get to the bottom of it.
Yes, you should make sure the MainCamera is attached to a GameCamera before anything else. Also be sure to click Revert at the top of the MainCamera, so that it is set to the o…
Your first two images show GameCamera1 both enabled and disabled - what is the order here?
It looks like they are being enabled correctly but not disabled afterwards - i.e. ActionActivateCameraComponent is running, but not ActionDeactivateCameraCom…
Try this - it's my own attempt to allow frame-flipping for Sprites Unity Complex characters.
http://pasteall.org/476288/csharp
Attach it to your character and fill in the fields. You'll need to make sure your Animator still covers all angles - in…
What is your character's animation engine? If Sprites Unity Complex, you can just have the talking animation transition to a one-frame animation upon completion.
Do you have Force aspect ratio? checked in the Settings Manager?
If not, since your UI's position type is Manual, then AC has no control at all over the UI's position - so it could be that this is down to Unity instead. You can check this by placi…
Try it with Software cursor rendering. When in the Editor, Unity sometimes doesn't update changes to the cursor graphic, depending on your platform.
Also, check that this is occuring with Hardware rendering in builds.
And if you remove all ProCamera components, does it then work?
Custom camera components are certainly possible - but you must do it the right way. Please see Section 4.6 of the Manual - such components must not be added to your MainCamera, but ins…
Well, it is a bit of a hack - but that's because you're modifying your UI in a way that is unintended.
AC wants to disable the Canvas of any inactive Menus, but you're instead keeping it on and making it invisible.
Game dev inevitably relies on th…
Situations like this are now recommended to rely on custom events, which can be used to inject code when AC performs common tasks. In this case, the OnHotspotSelect event - which is run whenever the mouse hovers over a new Hotspot.
A tutorial on c…
And this is after removing the Trigger12 Action? Which error, exactly? There have been many.
What does the MainCamera Inspector look like in full? What are the exact states of the GameCameras - both gameobjects and Camera components? In order t…