I believe this is more of a Unity issue rather than one specific to AC, but Unity prefers assets to be bundled up via .unitypackage files, rather than .zip files. You can do this by selecting your Assets folder in the Project window, then choosing …
The separation distance between two characters will be determined by the radius of the character not having their NavPath calculated. The two characters aren't too close in the image - they're circles will overlap, but their centres shouldn't enter…
It's not built in, but you could write a custom script that adjusts the Inspector value based on whether or not the player is moving or not. Something like:
if (AC.KickStarter.player.charState == CharState.Idle)
{
AC.KickStarter.player.turnSpeed…
1. No - I meant each "local" Player is treated separately - so locking one won't affect the others. You would have to put a "Player: Constrain" Action in each scene.
2. If you switch to Unity UI-based Menus, buttons will be tri…
In the Animation window. You should already have animations (presumably sprite-changing) for your character standing/walking etc in different directions, but Unity can animate other properties as well in the same animations. While recording an ani…
Can't promise, but will at least investigate. Should be noted that the lookup only occurs whenever a Speech line begins - not every frame it's showing.
Is this occuring on new Menus or ones that were created with a much older version of AC? Does the Menu Manager show up? If so, an interim measure might be to copy the Menu, delete the elements in the duplicate, copy the elements within the origina…
Welcome back, @willoneill!
The way AC handles 2D characters is to rotate them in 3D space, but keep their "sprite childs" facing the camera at all times by counter-rotating them. This means that you'll need to have your Hotspot Detector …
You're talking about per-Hotspot unhandled interactions when Inventory items are used on them?
As you're first checking to see if such an interaction exsits (with HasInventoryInteraction), RunInventoryInteraction is only ever going to run specific …
The whole of Section 9 is dedicated to saving and loading - and Section 9.2 covers the saving of scene objects, camera included. To save which camera is currently the active one, just add a Constant ID component to it.
Saving is also covered in th…
1. Are you using a local Player object for that first scene? The change is made per-player, so if you're using separate players, rather than letting one be spawned when your game begins, it's only going to affect the first player.
2. Active Inputs…