Personally, I'd go with multiple smaller scenes. They'll be easier to manage individually, and load times for each will be shorter.
With the latest versions of AC and Unity, it's also possible to append scenes onto one another - so you can make al…
You mean for Adventure Creator? Video and text tutorials can be found here, and the 2D video tutorial is intended for beginners. A basic working knowledge of Unity is expected, however, but there are plenty of resources for that on Unity's site.
And the class derives from Action, and is registered in the Actions Manager? Is it being listed there? It may be that a simple restart of Unity is able to resolve this.
If button 0 is pressed, you're returning its down state - which is what the AC code already does. Try this:
if (button == 0)
{
return Input.GetMouseButtonUp (0))
}
return Input.GetMouseButtonDown (button);
It may be that instead you'll get a be…
If you suspect it's behaving like 3D, have you checked the Settings Manager's Camera perspective setting? Make sure your own Managers are assigned in the Game Window - you'll need to re-assign them after upgrading AC.
Also be sure that your sprite…
Your NavMeshes aren't designed to be directly the same rendered mesh that's visible in the scene, so the shadows are removed so that they don't conflict with other objects. I'll consider removing it, though - one can simply disable shadows manually…
AC provides a very basic input system, but it's more intended for simple things like allowing the player to enter their name (see this tutorial). It's not intended to be used as a parser - and AC is not geared towards that type of game - so such a …
If you want to lock player movement for the whole game, create an ActionList asset file with the Player: Constrain Action, and assign it as your ActionList on start game field in the Settings Manager, which will run before anything else.
The UFPS p…
Maybe I was wrong? I've just tried this myself with the Demo game. The "prop sword" item shows its active graphic when you hover over it when the Inventory makes use of Unity UI - though you have to check Show Active FX when Cursor hover…
1) If you want mouse-look, you will need to make use of a First Person player. However, you can use the Player: Constrain Action to lock player movement, so that the player can mouselook only in one spot. If you don't need mouse-look, you don't ne…
No, more like a local set of default parameters for that Interaction. So multiple Interactions / scene-based ActionLists that reference the same ActionList Asset file would have their own default parameters.