Nice work. Actually I misread your previous comment - the way AC handles it is to literally move the sprite's position along the Z-axis. I suspect a change within Unity it responsbile for this, so I'll look into a workaround to compensate.
I would recommend updating AC first. If your current AC version wasn't made for 5.4.1, you may get errors - but the current version of AC is compatible with all versions of Unity.
Please post more detail, as per the forum rules. Much more detail will be needed to help - screenshots of your character's inspector and relevant animation windows in particular.
No - that is your Speech Manager. The Menu Manager can be accessed via the "Menu" tab at the top, and then selecting "Subtitles" from the list of available Menus.
If you are just getting started with AC, I recommend going throu…
There is already a system in place to account for two characters in the same region - and your own trick is very similar to the way it actually works, i.e. moving the sprites ever so slightly towards the camera.
However, testing this just now sugge…
Welcome to the community, @kelvingamedev.
Another thing you could try is to do without runtime-instanciation of your Player prefab, and just rely on local Player objects in your scene. While AC will normally load in whatever Player you've assigned…
AC's Player component must also be the root. I'm not familiar with Puppet Master, but is there a reason why you can't move the Player component to the root as well? The Animator component does not need to be on the same object as it.
Also know th…
I don't have a PS4 devkit, so I haven't been able to test it on PS4 - meaning I can't officially say that AC is compatible with it. There are no issues that I'm aware of with it, however. Save games are stored in Unity's Application.persistentData…
You've assigned a speech text colour to the character, but you also have to allow that colour to display in your UI.
You have to open your Subtitles menu, select the SubsLineLabel element (which displays the subtitle text), and check Use Character …
When you check Is Player?, it'll search for whatever prefab you've assigned in the Settings Manager. Because the contents of the Action depend on the chosen character's animation engine, it needs to know the details of the character you want to aff…
The cursor's set in the Manager correctly, but what do you mean by "deprecated outline of the texture with no image"? An image showing what it looks like in-game would help understand the problem. Have you set the source image graphic's …
The bughunt continues..
Version 1.54c* Added: “Click By Hovering Cursor Example” script - demonstrates how custom events can be used to interact with Hotspots and Menus by hovering over them for a set time
* Added: Events that are called whenever a…
The 2D demo game's player character, Brain2D, is built with Sprites Unity and allows for custom animations. Sprites Unity Complex isn't so much "complex" as it is a more "normal" way of working with Unity's Animator system - i.e…
@Alverik: It does, though it's not widely used - the Scene: Add or remove Action can be used to merge scenes together during gameplay in the more recent versions of Unity.
Welcome to the community, @bossnec. For future reference, questions on how to use AC belong in Technical Q&A.
You haven't said how you're controlling the player, and this is important as it affects how your NavMesh affects the player. Are you …