"Default layer state" of what, exactly, and for what reason?
There is no Action to change the layer state. A custom Action could feasibly written - but depending on why you want to, there may be an alternative solution.
AC requires control over your character's root GameObject transform / Rigidbody. If you parent the model to a child GameObject, you can rotate the child without affecting the root.
However, your Animator is probably set up to work with the model o…
Can't recreate - no problems my end. Was it working before the update, and does your MainCamera have a "Fade texture" assigned? Any other message in the Console?
To test if this is an OnGUI or Camera issue, check Force aspect ratio? in …
Positioning the Player according to the previous scene is done by creating a new PlayerStart in your scene, and amending its Inspector to respond to that previous scene.
A Cutscene cannot survive a scene change, so any changes in the way your scene…
No problem. It's an unfortunate issue with Unity, to be sure. Were it just a case of correcting the appropriate fields in the Menu and Cursor Managers, it would be annoying but simple enough to solve - the real issue is the issues when opening the…
The Object: Add or remove Action will not affect the spawned object's position (unless you position it relative to the camera or the player). The spawned object will have the same position co-ordinates as the original prefab.
You can use an Object…
Welcome to the community, @Osteel.
The Editor errors are, so far as I can tell, related to a Unity issue regarding your project's Asset Serialization mode (see this bug report in Unity's issue tracker). If you can, go into your project settings an…
Yes, you'll want to import AC before the project files - be sure to update to the latest AC version first, too.
If you're getting started with Unity as well, though, I'd recommend working through the 2D tutorial first, however: it's better suited f…
You can change the Input method in the Settings Manager (along with any other such field) at any time through a custom script (or custom Action) - just right-click on the field's label to copy the API reference to it to the text buffer.
You could r…
Welcome to the community, @owl7.
Yes - the source files for the Physics Demo can be downloaded from that page, which emulates that play style, and the First Person tutorial also delves into physics objects. Time references for the relevant parts a…
There's a couple of ways you can do this:* Rely on unhandled interactions, which run if a specific interaction isn't defined on the Hotspot itself. You can defined an unhandled interaction for each verb within your Cursor Manager. If you create on…
If you swap your animation engine to Sprites Unity Complex, you can do the same Mecanim trick I mentioned - it's basically Mecanim but for 2D characters. See Section 3.9 of the Manual for more on that mode.
A separate script - you will need to overwrite the component's footstepSounds array via a custom Action. I'll post such an Action on the wiki if I get time.
Profiles* Added: The "Save: Manage profiles" Action can now be used to switch the active profile manually
* Added: The "Options.CreateProfile" function now returns the created profile ID number
* Added: The "Save: Manage pro…
The tutorial files need to be updated for Unity 5.5 compatibility. You can try out a newer version here:
http://adventurecreator.org/files/TutorialFiles5.unitypackage
http://adventurecreator.org/files/TutorialFiles55.unitypackage