Which scene you use for your title screen is down to you - so long as you've used the Scene Manager to convert it to an AC one, you're fine.
The ability to define multiple player prefabs in the Settings Manager means one of which can be left blank …
The save system does cease the camera shake - for the same reason I stated above. I will see if the data can be saved, which would also prevent the need to cease it, but there's no guarantee.
In the meantime, you can define an ActionList that runs…
Welcome to the community, @Kapalpck.
As your screenshot doesn't show it, I'm assuming the "Nuzzle" animations exist within your Animator component. The ActionList itself isn't going to be run automatically - you still need to have it tri…
The first thing will be to get the standard Unity UI up and running correctly, so you can then modify it to suit.
Do you have a Subtitles Menu listed in your Menu Manager? If you change it's Source field to Unity Ui Prefab, it'll then rely on Unit…
Animating the capsule collider and camera position would work best if the point at which crouching occurs is at a very specific time.
If you're looking for a more general "crouch anytime" system, then writing a custom motion controller or…
Not a bug - but the shaking of the camera is purposefully not saved, as it's assumed that the shaking isn't continuous.
If you want the shake to resume, you can place another Camera: Shake Action in your OnLoad Cutscene - this'll run whenever the s…
Good points. For the record - 2D GameCameras will already scroll correctly if it's Projection field is set to Perspective. What you'll achieve is a Ken Burns effect whereby the camera moves but the perspective remains locked.
Again, the backgroun…
You already can, no? The Object: Transform Action can be set to "Copy Marker", and the Marker itself can be overridden with a GameObject parameter - at least it should be.
Gladly obliged!
The Action itself calls the variable you posted - it's just there for convenience, as it was requested a lot before the API itself became more open with the scripting guide.
There are some internal variables in the CursorIcon class that determine whether a cursor is animated, the first being isAnimated. The variables for the rows, frames, and columns are also listed beneath it in the scripting guide.
Welcome to the community, @tripclaw, and thanks for the props!
Actually, this isn't a bug, but is instead down to how the inventory system works. When you select an item from the Container, it's actually removed from it and placed in your Inventor…
Welcome to the community, @hajbahman.
As you'll be aware, displaying text right-to-left is more complex than it first sounds, as it also affects things like line endings, paragraph alignment, etc. Trying to account for all of this within AC itself…
Not a bug, but it is something you need to be mindful of.
Changing the movement method, as is the case with changing any Manager setting, changes the raw asset file - which means it'll survive exiting the game. You can combat this easily, however,…
Check the RectTransform field in the Menu's list of properties in the Menu Manager. A bug was recently found in which Menus created with the New Game Wizard didn't have this set properly, but you can assign it manually as the Panel child of the Int…
It's now named "Gather text", and is at the bottom of the Speech Manager.
You can't amend the text in a speech Action externally, but you can edit translations via exported CSV files. You can then set your first translation to replace yo…
I don't know what you mean by "screen loader", but AC comes with the ability to define your own loading scene that is loaded in between your normal scenes - see Section 9.6 of the Manual.
A tutorial for creating a main menu can be found h…
You can chain Variable: Check Actions together so that they either all need to be true, or only one does, for the result to occur.
For example, both Var 1 and Var 2 will need to be True here for the Engine: Pause Action to run:
(Image)
While her…