The MainCamera should always be the only one that's ever active - AC's camera system works by having the MainCamera copy data from the "active" GameCamera (which isn't actually active, it's just used as a reference). So yes: you'll want y…
Your scene's NavMesh is potentially one of the largest performance hogs to contend with, as the pathfinding calculations will increase with each vertex your NavMesh has.
If you find that your NavMesh's size causes slowdown, you can try lowering the…
Each update comes with an "Upgrade notes" section (see the changelog.txt) that lists any changes you need to be aware of when upgrading. Be sure to read this section for each update you've skipped, as well as the most recent.
If you have…
I did fix a very similar-sounding issue a while back, in which translation errors would only occur upon repeated importing and exporting. If you have some code to share, by all means PM it over, thanks.
The MainCamera's clear flags are automatically set to Depth when attached to a 2.5D camera, but you'll have to set this manually through script otherwise. The MainCamera function that does this is public, and named PrepareForBackground. You would …
If you're playing around with the properties of the Pause Menu(s), you may need to change the Buttons that link them to run ActionLists instead of merely Crossfading.
Try creating an ActionList that contains two Menu: Change state Actions that expli…
And the movie clip itself plays fine in the Unity Inspector window?
What about when you set the Action's Play clip field to Full Screen? You should find that a GameObject named "Movie clip" is added to your Hierarchy when the Action is ru…
I apologise for your trouble. The error is caused by your GameEngine prefab not having an EventManager component on it.
As the v1.51 upgrade notes explain, the GameEngine and PersistentEngine prefabs have been updated, and must be re-imported. Imp…
You could try a sprite or Unity UI. Since you'll be using a different system to the GUI, you'll have to make sure the scale looks correct, but first you should focus on just getting it to animate to the right place.
Interesting problem. The Input method Mouse And Keyboard should probably be best for both states - it's intended for the standard WASD movement combined with mouse interactions.
I'm assuming you've set up your "E" key to the InteractionA…
If you're using Mecanim, you could map footstep sounds directly to the animation using Animation Events. A simple script would be able to play a random sound from an array of them.
Presumably your player would also be a new 2D prefab as well? You can either place down a new 2D Player prefab in your 2D scene, and he'll override your default (3D) player when the scene loads - or assign multiple player prefabs in the Settings Ma…
The backgrounds displayed using AC's 2.5D camera aren't rendered in 3D/physical space, but instead using a GUITexture. It's convenient when working with multiple 2.5D cameras, but probably won't play too well with a sky system like that.
You may i…
You can chain Cutscenes together, or have them run in parallel.
Each Action's After running field can be set to Run Cutscene, or for greater control you can use the ActionList: Run Action. If you want two chains of Actions / Cutscenes running at t…
Well, you'd be doing it in turn, right? Add a dummy item, replace it, then add another one if there's a second item to animate. The video only showed one at a time.
Some custom scripting would definitely be required, but the API should have the functions you need. First, add an invisible dummy item to the inventory, then use the following code to work out it's position:
// Cast the MenuInventoryBox element
AC…