The SetSpriteDirection function only locks a sprite's animation, it doesn't control which direction the character is facing. Instead, try the SetLookDirection function, making sure to set the "isInstant" parameter to "true". Yo…
I agree that TMPro is a great asset (though the various updates are hard to keep track of..)
I don't believe there needs to be an official integration between the two assets, as it happens, because it's possible to write a script that links them to…
You can only have one active at a time, but you can swap which one is active, yes. The NavMesh you assign in the Scene Manager is only the default. Use the Engine: Change scene settings Action at any point during gameplay to change the NavMesh. T…
Technically, that isn't a bug - disabling movement will simply cease future update functions from being called. Use the Character: Move along path Action and set the Method to Stop Moving.
But how did you get on with the 2D Demo? We need to work out if this is due to the Action or the Player - testing with the 2D Demo's character will let us determine that.
If the background and player are separate objects, they can have separate animation engines - your player can still be Sprites Unity, regardless of the background using Mecanim.
You want to either have just have one, with "Affect children" ticked, on the root, or have one on each sprite with "Affect children" unticked. As you're enabling/disabling child objects on the fly, it's probably wiser to go with…
If you can work out exactly which Menu is the problem, PM the Canvas prefab + your Menu Manager to me. You could workaround it by removing the _UI scene folder, but I'd like to find the cause - this is the second time this has been reported today.
Can't see anything wrong with it on my end - try running the same Action in the 2D Demo, you'll see that Brain2D re-scales correctly. Then stop the game, drag your own Player prefab in to the scene, play the game again and re-run this Action. If i…
The old 3D boxes were just a visualisation - their shape so far as their interactions go haven't changed. Check that there aren't any Colliders on the Default layer at the same Z-depth that could cause a conflict. If you need to, you can move Hots…
Adding an Animator component so that you can control it with Object: Animate is indeed the way to go, as you can run this as part of your opening Cutscene. The bulk of the work with this method involves using Unity's Mecanim system, so make sure yo…
The error is to do with AC trying to move the UI Canvas gameobject into the "_UI" scene folder. The Canvas should be a gameobject in the scene, but it sounds like it's trying to affect the sourced prefab instead. Does this occur when the…
Some performance improvements are going to be introduced to 2D pathfinding. If you set Character Evasion (in the NavMesh's Inspector) to None, then it will make use of caching to reduce the number of calculations needed per-path. There will also b…
Do your up/down animations use different sprites to your left/right animations? That could be related - try making sure all child objects are enabled in the prefab.
Why do you mention dragging if your Movement method is set to Direct? What movement/interfact settings have you set in the Settings Manager?
If you want to disable player movement completely, you can also use the Engine: Manage systems Action.
Looks unrelated to PlayMaker. However, I can't recreate this on my end - therefore, please try the following change to the GameCameraThirdPerson.cs file:
Insert the following line into line 122 (just below "base.Awake ();":
targetRotati…
1. This should be sorted out automatically by AC - the camera will simply refer to the character's forward vector, which again is rotated in 3D space. Bear in mind you also have the option of creating a custom camera script if you need to - just cr…