Yes indeed! AC works in both 2D and 3D. If you're just getting started, I'd recommend going over both the 2D and 3D tutorial videos. Even if you're only interested in 2D, the 3D video also covers some slightly more advanced topics that also apply…
For mouth animation: once you've defined a Lip syncing method in the Speech Manager, you have the option to Perform lipsying on Game Object Texture.
You'll then have to attach the LipSyncTexture component to any character you wish to speak in this …
It's almost certainly because not all of your sprite GameObjects are enabled - meaning the script isn't aware of them. Try enabling all gameobjects when the scene is not running. If that doesn't solve it, you'll have to add separate FollowTintMap …
Not within AC directly - as it's intended for non-combat traditional adventure games. You could, however, use it alongisde another asset that does this - for example PlayMaker.
It was more my way of finding the source of the problem. Assuming I can fix it, then you only need to check that box for characters that exhibit the issue - your original Player doesn't have it because you haven't animated his rotation/scale.
I admit, it is a little complicated to understand.
But of course you can always revert to a custom Action, which may be an option as you're already writing your own custom script to detect Hotspots. For a completely custom-tailored solution, I'd r…
Open up Char.cs and line 812:
else if (antiGlideMode)
with the following:
else if (antiGlideMode && _spriteRenderer != null && _spriteRenderer.sprite != null)
Then let me know if scaling works as it should if Only move when sprit…
Only the Tint map texture itself need be set to Advanced - not the sprites themselves.
If only his face is working, then check that your FollowTintMap script is on the uppermost-level sprite in the hierarchy, and Affect children too? is checked.