The tutorial asks you to set the Animation engine to Custom because it's assuming that you're overriding all control over the character to your new system. The "Character: Animate" Action is an AC system, which will get ignored in this ca…
Triggers are a subclass of ActionLists - I was only getting at whether it was a scene-based ActionList vs an ActionListAsset file.
Thank you for pointing out the issue in Awake(), I will look into that.
With v1.51, you can create an event listener…
What cursor script are you referring to? If you have something else affecting the cursor, it could be conflicting. Disable the script and see if the Cutscene works when run.
What version are you using? The Hotspot detection method option should stil be visible even when Movement method is set to None. You should update to v1.51 if you haven't already.
You need to move the MainCamera out of the Player's hierarchy. The MainCamera will position itself over whichever camera is the active one, and should not be moved indirectly by a parent.
You don't need to keep using the New Game Wizard to make si…
Yes, the Action looks correct. But again - try using a Dialogue: Play speech Action (or something that you know works normally) in the same list to determine whether the Trigger is being run correctly in the first place.
The ShowGUI() function requires UnityEditor's namespace, but the Action class itself cannot live in an Editor folder - meaning any reference to UnityEditor and it's API must live inside #if UNITY_EDITOR directives.
This is an oversight with the tut…
It sounds like you'd be wanting to use Unity's Asset Bundles feature. Conversations and other AC prefabs will be negligible in file-size, so you're best off limiting DLC to just graphics. This'll also make it easier to deal with e.g. translations …
Well, now people have made me aware of the Search box's inadequecies I'll look to see how it can be improved :p
Without meaning to sound pedantic, I'm assuming you mean "Point and click" rather than *to*. This method requires you to have…
Indeed - the fact that ActionLists cannot exist as prefabs is the reason that ActionList Assets exist. Are you still working with Assets? Your script suggests you're back to using ActionLists.
I'm assuming you've made sure that the parameter indi…
No need to give up just yet - you've reported an issue, now something can be done about it.
Let's deal with the main problem first. The displayed message suggests that while you have a Player character, it hasn't been assigned in the Settings Mana…
This will be an issue with Unity itself, I believe. Good to know you've found a workaround, but know you can also enable "Gizmos" in the Game window so you can see things like path lines, etc without also having the Scene window open.
When using Unity UI, any scaling / dynamic effects are down to the way that the UI is set up. AC's Unity UI integration is designed to give full control of the UI's display to the user, as opposed to the internal Menu system which has it all automa…
Does the "colisionador" object have a Rigidbody2D component attached to it? At least one of the two objects involved in a trigger detection must have one in order for it to work - see Section 5.6 of the Manual.
If it does, check to see i…
A serious problem! Can you recall what version of AC you were using when you created these Actions? I'm not aware of what could cause this, but I'd think that if you save the ActionList when in this state it wouldn't be reversible, unfortunatley.
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@PurpleShine: Though the beta is public, until 5.4 is official I can't guarantee AC's compatibility. If you find issues with it though, you know where to post.
There haven't been any changes to that feature in between v1.48 and 1.51, but the only way to know would be to unlink the variables and try again. You can re-link them afterwards (do this all in a backup project if you prefer).
Anything appearing in the Console window?
Try assigning the Demo managers save for the Settings Manager, which you should leave as your own - does the base movement work then?