Also, if your Hotspot's Menu's Position type is set to On Hotspot, you can set the Hotspot's Centre-point override to some Transform off-screen so that it can't be seen.
It's always best to check the latest version before posting a bug report - even if it's in a duplicate project that doesn't affect your main one.
If it still fails to work, PM me a .unitypackage file (not a zip) containing your 8 Managers and the U…
Looks fine. And it's set as the Default Camera in the Scene Manager? Check the "Attached camera" field in the MainCamera Inspector at runtime.
What's your Movement method set to? Are you using any kind of custom/3rd-party motion contro…
Could you share a similar video with Gizmos enabled in the Game window? It's not clear if this is an issue with the NavMesh or the Player.
Also: a good tip whenever problems are had like this is to replace your Player with the 2D Demo's (Brain2D) …
What Inventory menu are you using, the default one or a custom one? Drawn with AC, or Unity UI?
If drawn with AC (see the Source field in the Menu's properties), you can control the Size of your InventoryBox elements directly in the Menu Manager. …
It's my understanding that the new NavMesh updates itself, which AC can handle so long as you're using the Character: Move to point Action for pathfinding.
When using Point-and-click movement, you also need to make sure that the floor collider is a…
Welcome to the community, @CyanRogue.
The z-order will determine which one is "top", as its their distance from the camera that affects it.
You can also use the Hotspot: Enable or disable Action to disable Hotspots when necessary.
Please see the Manual's Section 2.3 for a description of the inputs that Direct control makes use of. The Horizontal and Vertical inputs are used to move the player, so you will have to remap those to make use of your controller's right-stick.
1. Yes, using the [var:X] or [localvar:X] token, where "X" is the ID number of the global or local variable as shown beside its name in the Variables Manager. See the Section on Speech Tokens in the Manual - they can be used in Speech tex…
It's not intentional, but a limitation of the feature - as an Action's output sockets are not aware of the dialog options that they refer to, merely the number of them involved.
This was a feature added to make Conversations easier to script in mos…
Good question.
No, there isn't an Awake function for Actions - however, Actions are generally a way of calling other script functions and waiting until that other script has completed its task.
The best way around this would be to move the actual …
Attaching the _Camera component to it is the recommended method. You will, however, need to ensure you still have an AC MainCamera prefab in there - which you can add from the "Organise room objects" panel in the Scene Manager.
Once both…
I've been playing around with Anima 2D myself for another project and I agree it can be useful.
I'd first recommend you look into using its Skinned Mesh Combiner component so that you only have to deal with one Sprite Mesh Instance at runtime, whic…
Fair idea.
I shall look to see it is possible to send the custom function the used item's ID number as an integer parameter. If so, I shall include it in the next major release.
For Direct control, the scene setup is largely similar between 2D and 3D games: player movement is restricted by the use of Colliders that prevent movement.
Make sure your Player has a Rigidbody2D and a Circle Collider on his base. Then place down…
Welcome to the community, @Hightrax.
It is recommended to use Active Inputs (see the Manual's Section 2.14) if you want to check for an input, but that should not be necessary here. Check Single 'Use' Interaction? in the Hotspot's Inspector and it…