Please post separate issues in separate threads in future.
Your child sprite's order will be determined by the Sorting Map, since you've added the Follow Sorting Map component to it. If you want the order to be added to the Sorting Map's values, c…
Unless you've been editing the Demo_MenuManager / Demo2D_MenuManager asset files, your menus won't be changed when updating (though you may have to re-assign the asset file by double-clicking your Manager Package file).
To avoid changes to your Inp…
Thanks @Snebjorn - you reported it before I could announce the release! I'll issue a fix today.
Version 1.51c* Added: ‘Unity Object’ parameter type - use to assign e.g. AudioClips and Materials in Actions dynamically
* Added: Orthographic GameCame…
The issue is that you are using a 3D Trigger to detect a 2D collider. As your player is 2D, you must use a Trigger 2D prefab - it should be a square rather than a cube. So long as your Camera perspective in your Settings Manager is 2D then it shou…
Please read the forum rules! Posting links to AC's source code publicly is not tolerated on this forum. I'll let it go this once and get back to you on this issue, but please do not let this happen again.
AC's InputGetButtonDown is similar to Input.GetButtonDown except it also allow for input overriding. The difference with your code is that you're now using Input.GetButton (i.e. without the "Down").
I believe I know the cause of this. I…
OK. Again, replace your own Managers with the 2D Demo's in turn to see which one is causing the problem. It will likely either/both the Settings and Menu Managers. Once we know which one is the root of this, we can compare the difference to see w…
Please be sure to go over the "upgrade notes" in the changelog for each release between v1.40 and v1.51 - that's a big jump so there'll be some things to be aware of.
If the Hotspots are being reverted, it could be because you were modify…
Basically what we need to work out is whether it's down to the scene, or the settings. If your own Managers work in the 2D Demo, it'll likely be down to the scene. If they don't work, replace your managers with the 2D Demo's counterparts in turn u…
I will have to think about how you can set the starting zoom distance when an object is picked up.
As for running interactions when grabbing/dropping, I will add custom events for these situations. This'll give you full script control over what ha…
You do indeed have to remove the UI prefab from the scene, and link the prefab's Canvas into the Menu Manager. You can only edit the prefab if it's in the scene, so drag it in, make the necessary animation, click apply and remove it.
The 2D Demo uses a similar control style and should work in Unity 5.3.4 / AC 1.51b. Try running the 2D Demo scene, Park, using your own Managers. Are you able to bring up the Interaction menu when clicking on Hotspots? Either way, we'll at least …
A custom script could be used to detect mouse clicks, and turn off the Menu in question if the mouse is not over it:
AC.Menu myMenu = AC.PlayerMenus.GetMenuWithName ("MyMenu");
Vector2 invertedMouse = KickStarter.playerInput.GetInvertedMo…