2.5D cameras are more of a convenience than anything, because they allow you to easily map a background to a camera. However, the caveat is that the background is fixed, and cannot scroll.
You can, however make use of regular 3D cameras as part of…
Yes - the pause background texture is drawn with OnGUI, and isn't suitable for Unity UI-based Menus.
You could instead create a "dummy" UI Menu that is simply your texture covering the full screen, have it display underneath your Pause me…
An ActionList's When running field can be set to Run In Background at the top of its Inspector - this will prevent gameplay from being blocked while it is running.
Not multiple music tracks (as set with the Sound: Play music Action), no - but you can have as many regular Sound objects playing as you like (as set with the Sound: Play Action). You could try simply playing music tracks in regular Sound objects.
You can have as many directions as you like if you use Sprites Unity Complex as your animation engine, as you can set a Mecanim parameter to be the angle at which your character faces. You can read more about this option in Section 3.9 of the Manua…
The combinations of Actions that can be merged into one are so great in possibility, that Action parameters were created - they allow you to call multiple Actions that you perform often using the ActionList: Run Action. You can read a tutorial abou…
@salex: It's for Mecanim characters only. You need to create Animation Events in your animations, and have them call the PlayFootstep function in the Footsteps script, which should be attached to a new child on your character.
A non-default PlayerStart is really more of a convenience than anything - you can achieve the same effect with an Object: Teleport and Camera: Switch Actions in your OnStart Cutscene.
While a single PlayerStart per-scene is handy for most cases, yo…
I'm afraid not. However, if you had two tracks the same length play together (with one muted), you may be able to have a similar effect by changing the volumes of both when you want to transition.
This would be done via Unity's Audio Mixer Groups …
Welcome to the forum, @Diego.
At which point in the video are you referring to, and which sprite mask are you working with?
The sprite masks have a LimitVisibility component attached to them, because generally you'll only want them to be shown whe…
You'll first want to assign your character's picture as their Portrait graphic at the bottom of their Player/NPC Inspector. Then, you'll need to re-style your Subtitles Menu to show the graphic, and the text, the way you want.
A tutorial on this c…
Depth of field, as in objects in the far foreground/background blurring? In 3D that's done with a post-process effect. I don't know how you'd do it in 2D, but that's a question for Unity rather than AC.
Thanks for the comments David. Indeed the eyeballing aspect of the tutorial wasn't ideal - however, bear in mind that most (if not all) 2.5D games rely on 3D pre-rendered backgrounds, rather than photographs.
When you have the background scene lit…
Do you still have a copy of the pre-broken ActionList? I would like you to PM it to me, if you do. You can convert a Cutscene to an ActionList Asset file by right-clicking the cog icon at the top of the Cutscene Inspector. I'd run a test yourself…
And the Interactions Menu? Have you defined the inputs that @dxmachina mentioned? They should be listed in the "Available inputs" boxed in the Settings Manager.
As controller input adds an extra layer of complexity, temporarily switch to…
Note that the offset occurs after the speech has played - it sets the delay that the ActionList waits before moving onto the next Action. But the next release will also include an option to set a minimum time that a subtitle must be displayed befor…
This will have to involve having to manually changing the fonts within your Menus when the language is changed in-game:
foreach (AC.Menu menu in AC.PlayerMenus.GetMenus ())
{
foreach (AC.MenuElement element in menu.elements)
{
element.font …
Could you repost an updated gif to show the selection issue, now that they're being filled in correctly? It could be more of a Unity UI issue now, though I've assumed you've checked the hover animation settings.
Pausing AC is done with its own fun…