No problem - actually, I'll be releasing a v1.56g update shortly that will add a "Relative To GameObject" option. It wasn't hard to add, and a bugfix update was necessary at short notice.
If the Animator must control its own transforms rotation, one option would be to create an a new GameObject between the root and the sprite/Animator in the Hierarchy, and set that as the "sprite child".
The sprite child itself must curren…
Bear in mind that the Visibility Actions / Remember script affect Unity's Renderer components - so if your effect relies on Particle Systems then it won't have an effect.
You can use the Particle Switch component for that, if so - see Section 8.6 o…
1. Recipes will replace the ingredients with the newly-crafted item. If they were to remain, it would be possible to create infinite items. However, you can assign an ActionList asset to run whenever a particular recipe is run - meaning you could …
The one related change I can think of was the addition of the Move with Rigidbody2D? checkbox to the Player Inspector. If your Player makes use of this component, try checking that box. Tweaking the Interpolation settings in that component may hel…
By "Trigger", I was referring to the Trigger parameter type in your Mecanim Animator - not AC's Trigger prefab. Apologies for the confustion. If you're unfamiliar with Unity's Animator system, you can see their own documentation here.
T…
Yes please - without knowing the root cause of this issue, there's no way to know if this is a critical bug for all users, or something unique to your project.
To find that out, comment out the above line of code when testing the duplicate project …
A Rigidbody2D isn't necessary unless you want collisions or the use of a Hotspot Detector, so you may want to test out disabling it.
However, my point about the animation clips themselves - if you open up the Animation window and view the animation…
You can lengthen the delay between sounds by inserting a silence to the end of the sound file itself.
Alternatively, you can remove the sound clips from your Player / NPC Inspector and use the dedicated "Footstep Sounds" component instead…
Welcome to the forum, @R34nimator. I apologise for your trouble this early on.
The steps you've posted appear correct - I followed them myself and found no issue. The images all look correct, too. And your Pathfinding method at the top of the Sc…
Yes, there's one in Serializer - AC uses it when loading save games to convert recorded ID numbers into Remember components. Usage:
UnityEngine.UI.Button uiButton = AC.Serializer.returnComponent <UnityEngine.UI.Button> (uiButtonID);
where u…
When running, do they slow at all? Look at the Mecanim parameters window, rather than going by the Game window.
Just tested the feature in my own project and can't find anything amiss - and no changes were made to the feature between c and e. Let…
And the ActionLists don't make references to one another? In which version of AC?
I can't recreate any such issue from your description. Can you provide screenshots or a .unitypackage file? If you can create a series of ActionList assets that re…
At this point I need to know if this is a critical bug with "vanilla" AC or not - if it's a custom script at work we can look to fix it, but first you must try the scene without anything custom on top. Do this in a duplicate project so th…
Seems related to your Hotspot icons, but I can't recreate the issue. Are you doing anything out of the ordinary with your Hotspots, or loading your scene without Scene: Switch?
This'll stop the error and provide feedback, but without knowing the r…
In what versions of Unity and AC?
Check that the audio source is working correctly by having it play a sound outside of the video with the Sound: Play Action. It may be that the Spatial blend setting needs to be set to 2D or something. Also check…
Check that you aren't keying your sprite's rotation as part of its animation set. AC needs to set the rotation of the sprite child itself - but if you're overriding it through animation then it'll cause problems like the one you're experiencing.