That the Audio icon is in the centre of the player during gameplay suggests that the Player sprite itself is changing position at runtime - check that the Sprite child is at position (0,0,0) both in the prefab and when the game is running. If it's …
Yes, I'll agree this looks to be a Mecanim issue.
Create a duplicate project and remove everything except for the scene, the NPC+graphics, and within the scene remove all Interactions / logic etc save for the two Cutscenes that cause the issue. Th…
Is the element linked to AC's Menu Manager? Unlink if unless it has to be. Without knowing your code it's difficult to give much more advice, but you may want to consider animating your UI instead.
Sprites Unity is generally only intended for the most simple of 2D characters - putting ease-of-use over capability. What you want is Sprites Unity Complex - this gives you far greater control over your character and is recommended if you want to m…
Is this a 2D or a 3D character? So long as you don't have Face after moving checked?, the slowdown should be in accordance with your character's deceleration value, so shouldn't be technically instantaneous.
Have you tried setting the Player actio…
Welcome to the forum, @dll.
Well, actually, you may well be the first to attempt this - certainly the first to mention doing so here. The Parallax2D component is actually only intended for scenery - not for moving the area that the player can actu…
I can add a NRE check easily enough to combat it, but without knowing the source of the issue it may not be enough. From the looks of the Console message, it looks like this only occurs when editing the Menu Manager, correct?
The error's misleading, because it's actually to do with your MenuGraphic element, rather than anything to do with your Cursor Manager. Do you have any empty MenuGraphic elements?
You have a few functions at your disposal:
In the Char script:
GetSpriteAngle () - gets the character's facing angle
In your custom animations script:
PlayTurnLeft () - plays whenever your character turns left
PlayTurnRight () - plays whenever you…
Technically, you probably want to have the item added to the inventory, but just not shown. You could do this by sorting your inventory items into categories so that only specific items are ever listed in your standard InventoryBox.
You can then h…
The Recorded ConstantID box is how AC finds scene-based objects from asset files. An ActionList Asset has no concept of a GameObject, only its associated ID number.
One way to have the same Action affect multiple objects (one in each scene) is to …
Thanks for posting! I believe there'll be a little more to it so far as the stop event goes, but I'll go over this all the same and see what can be incorporated officially.
For anyone else experiencing this issue: try disabling GPU skinning in your Player settings. It's unclear at this point whether this is a bug with the Unity 5.4 beta.
The console errors should be enough to clue me into what's going on there.
As for the OuyaIntegration script not being recognised after scene changes, that may or may not be related - but I shall look to recreate this issue myself.
I'm not suggesting that you don't rely on root motion entirely from now on - but it's important to know if that's what's causing it.
Neither am I suggesting that the custom footstep script is to blame. What I'm trying to work out is if the charact…
Again, is this Editor-only or in builds as well?
Are you using the Sound: Play Action in your scene's OnStart Cutscene to play the sound, or just relying on the AudioSource's Play on awake checkbox? Try this if you weren't before.
That your character's footsteps still play is telling - are they assigned in your NPC's Inspector, or are they playing as some kind of custom Animation Event inside your Animator controller? Are you using root motion for your character? If so, any…