You already can! Any scene-based ActionList can draw their Actions from an asset file - just open the Interaction's Inspector and change Actions source to Asset File.
I have replied to your email regarding this - please do not repost, I answer all issues when I can. You simply have to add your new cursors to the Interaction menu, by selecting the menu in the Menu Manager and creating new Interaction elements tha…
Local to what? You can already move an object "by" an amount, rather than to an absolute position. You could also write a custom Action to do what you need.
You don't need to resort to calling the Action's Skip function directly (and that will cause problems if you do). Instead you want to invoke the "EndCutscene" Input button. I would recommend testing this out as an input key before making…
Welcome to the community, @jvdahmen.
Without seeing screenshots of your scene, I can only give a list of things to check for.* Ensure that your Camera perspective in the Settings Manager is set to 2D, and Moving and turning is set to Unity 2D.
* Ma…
The relative rotation feature has always been quite screwy. If the Euler rotation? option makes no difference, I would recommend switching to use Animations instead if you can.
Regardless of the subject matter, AC is not a physics or deformation tool and doesn't advertise itself as such. If you're looking for softbody interactions, you'll certainly have to look for another asset to provide this functionality.
I believe it is a Unity thing, but I'm sure you can have a separate child sprite animated using the same base Animator component.
What you probably want to do is have something like a final layer that animates the "enabled" state of the T…
It could be that it's a matter of shader code not having the same effect as before due to changes in Unity itself. I didn't write the MatteShadow shader - in fact it's from the very thread you linked to. Unfortunately I don't know anything about s…
This is to do with Unity, rather than AC, but it certainly is possible to have multiple sprites on a character animate together - and people have been doing this in other games.
Place a single Animator component on your sprite child, which should a…
If you give a character 3D components (capsule collider, rigidbody) as well as a standard sprite child, then it should work automatically. Try using the Character Wizard to create your character - if you make a 2D character when the game's Camera p…
As it was brought up in another thread, I'll be adding a new feature that will allow you to limit a Conversation's dialogue options by whether or not a specific inventory item is currently carried. So giving it the same name/icon as this item would…
You can't make a new mesh in AC or Unity. You create one in an external 3D tool such as Blender and import it - this is how the mesh in the 3D Demo is made.