You can set the ActionList to run in the background.
Using a Moveable may work, but the intended way to animate menus as they turn on/off is to rely on a regular Animator, and configure the states as set in the Menu's properties when setting the Tr…
I don't see any issues with the Actions in your screenshot - what are your AC/Unity versions?
The easiest way to rule out DS being a factor is to temporarily replace the DS Action with e.g. Dialogue: Play speech to play some simple text. Does the …
To have a Unity UI-based Menu pan down when turning on, you'll need to rely on an animation-based transition, yes.
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Sorry, can you rephrase this? I'm not clear on your meaning.
How are you transitioning between Menus? With the dedicated "Crossfade" option in your Button elements, or with an ActionList that runs a pair of Menu: Change state Actions?
If the latter, what are the properties of this ActionList?
Welcome to the community, @miko.
It sounds like you're mostly there - constraining the Player to a Path will prevent them from moving in unwanted directions.
For the camera: you might get by just switching to a regular GameCamera that has Follow c…
Thanks for the details.
I can't reproduce the issue on my end with your Manager, however - with or without the option checked.
After unchecking it, what layer are Hotspots on? They'll need to be on the Default layer to be interactive.
As it soun…
The Sample 3D Player uses a Character Controller for physics - if they're falling through the floor, it sounds like the floor doesn't have collision enabled.
Does your floor plane have "Is Trigger" unchecked?
It's worth mentioning that -…
Welcome to the community, @Ralyena.
It's difficult to judge exact time frames - polish/animation/audio/VA etc all factor in.
But: if you have the design docs, and the gameplay is well-aligned with the tools that AC provides, then you're in a very …
Welcome to the comunity, @Morris.
Hotspots can optionally be set to change their layer, based on whether they are within the Player's vicinity or not. While I can't recreate the specific flickering behaviour you're experiencing, this layer change …
It should be just as above: if you rely on component Variables, instead of Global, such that each NPC uses their own set of variables, then they should remain independent and unaffect one another.
By component variables: I'm referring to the Variab…
The Sorting Map deals with multiple aspects, but just on the topic of sorting: technically you don't need one with more recent versions of Unity. So long as your transparency sort axis is set to the above, then sprites in the scene with the same &q…