Please describe in more detail what it is you're after re: 'third person' mode. You can create a Third Person GameCamera in the Scene Manager, and set it up so that the mouse controls the camera's rotation, while the keyboard controls your characte…
It's entirely possible to implement your own camera script and integrate it into AC (basically just duplicate the GameCamera2D / GameCamera2DEditor scripts and modify it to suit your needs). However, you should find that the camera position is cons…
Triggering dialogue options via inputs is a separate implementation. In the Settings Manager, check Dialogue options can be selected with number keys?, and you'll see that the inputs DialogueOption[1-9] are listed in the Available inputs box.
Make sure that the clip in the Animator window is not looped. You may need to add a transition to the Animator, so that it plays the right-facing Idle animation after playing via Mecanim.
You can create a Use interaction that contains a Sound: Play and Inventory: Select Action to manually select the item after clicking it. In order for the sound to play, you will need to assign a Default sound prefab in your Scene Manager, and make …
@Deckard_89: Normally, Menus can only be navigated using a keyboard/controller (up/down/select etc) if the game is paused.
This option allows you to do so during gameplay. It's in the Engine: Manage systems Action because you'll likely want to dis…
Please post separate issues/questions in separate threads, along with clear explanations - you haven't fully described how the slot on the left to "eat" stuff works, for example. Let's stick to the original question in this thread.
A Con…
The "Alternative input button" feature is only available for single-slot elements like Buttons.
However, you could consider looking into Active inputs, which allow you to run ActionLists when an input button is pressed (see Section 2.14 o…
Please post these issues as separate threads, giving as much detail as possible. Upgrade to v1.52a first, and after re-testing please show screenshots to help us understand the issues as best we can.
You could write a script that changes the input method when the game begins, based on the platform you're running on. The input method can be changed in C# with:
AC.KickStarter.settingsManager.inputMethod = InputMethod.MouseAndKeyboard;
You could try placing a Trigger over each NavMesh, and have it switch to that NavMesh when the Player enters it. Be sure to set the When running field of each Trigger to Run In Background.
Though 2D Triggers are rectangles by default, you can make…
You can switch player prefab mid-game by assigning them in the Settings Manager and using the Player: Switch Action when you want the player to change.
If you want to change your UI, you can create alternative Menus to use in the Menu Manager, and …
Point And Click and Direct movement are two separate control systems - you can't use both at the same time. You can, however, change this setting mid-game - for example, in an options screen - by using the Engine: Manage systems Action.
Version 1.52a:* Added: “Evasion accuracy” setting to 2D NavMeshes - use to control the accuracy of character evasion
* Added: “Evasion y-scale” setting to 2D NavMeshes - use to re-shape character evasion polygons
* Added: Warning message if characte…
I would definitely advise splitting up your NavMesh, assuming the camera is zoomed in enough such that you can't see the whole thing at once. Handily, the current NavMesh can be broken up into four clear sections - though you'll need the "tunn…