For both 2 and 3, you will want to switch your character's Animation engine to Sprites Unity Complex, as this is intended for cases where more control over the character's animation is wanted.
Sprites Unity Complex animation is covered in Section 3…
I didn't modify the interaction menu so it spans the whole screen, what would that accomplish?
Interaction menus close either when the cursor leaves them + the Hotspot, or when you click away from them (see the Close interactions with setting). Ex…
Though I think I understand what it is you're after, some illustrations or screenshots would help to be sure as it sounds like a very visual problem.
Without seeing some shots of your Settings Manager, I also don't know what your current interface …
1) I should start with something of a disclaimer that AC is not intended for traditional, non-combat games - so even simple "chase" AC is not easily possible as its outside of AC's intended scope.
It's possible if you use custom code, of …
Welcome to the community, @avatech.
It's unfortunate that the lack of collision is a side-effect of this feature, but it's necessary because discrete placement of the character causes conflict with the way Unity's physics/collision system works.
H…
Are any other Menus open at the same time?
Try the default Pause Menu - when switched to Unity UI, enter in ResumeButton as the element to highlight. Does that work as intended?
You may have to just PM me the assets involved. It's pretty tough t…
What is the Container element's When slot is empty field set to?
It'l likely need a script to simply detect if the focus is on a disabled gameobject and place focus on a different element. Can't say if that would be something specific to your own …
And what Unity version, specifically? The wizard requires that the supplied object is both in the scene and enabled - so if both of those conditions are met, then it could be due to a change with Unity.
Know that you can also create characters man…
@brentk: How are you turning the Menu on? Does it work if you switch it's Appear type on On Input Key and map it to an input listed in your Input Manager, in the same way that the default Pause Menu does?
@PinheadGames: "Blocking Speech" is any speech that causes gameplay to be disabled while it runs. The separation between that and "Background Speech" allows you to have "background chatter" from NPCs given less promine…
No, but you can get around it by animating the icon in the Cursor Manager by supplying a multi-frame texture and adjusting the animation properties.
Since you just have two frames, you can place them side-by-side in a single texture.
Alternatively…
Are you using the Player-switching feature?
Amend your Debug.Log to show us some more information:
InvItem item = AC.KickStarter.runtimeInventory.GetItem (0);
if (item != null)
{
Debug.Log ("Carrying item " + item.id + ", label: &…
@Neji: Set the When running field of your Active Input's ActionList to Run In Background, as well as that the Menu's ActionList on turn on if it has one assigned. Make sure that the Engine: Manage systems Action is called before the Menu: Change st…
I'm afraid the image is much too small to see what's going on. What kind of object is it, and what are your versions of both AC and Unity?
Make sure that the scene object is enabled in the Hierarchy (the checkbox at the top of its Inspector), and …
So I'm clear, you're referring to what looks like a "frame skip" whenevever you click to walk to a new path, correct? Not the actual movement around a hole itself.
This is down to the pathfinding algorithm having to calculate a new path …
First of all, and I'm sure you've checked this but I have to suggest it for completeness, make sure that your access card item indeed has an ID of zero.
The next thing to do is to work out if the fault lies with the token, or the Update function. …
If you're working with Unity UI Menus, then I'm assuming you're familiar with hooking up Canvas prefabs to the Menu Manager.
I was suggesting that you create a new Menu, with no Elements, and hook it up to a new UI Canvas prefab in the same way - o…
Whenever you want to check for input, you should rely on Active Inputs (section 2.14 of the Manual) instead of a looping Input: Check Action. You'll have to use a Menu: Check state Action in the active input's ActionList to determine if the Poster …