Pre-empting rich text tags when scrolling is a difficult feature that I will look into implementing in the future - I apologise that I did not consider it in my first reply.
I haven't had to - like I said, the movement is smooth on my end. During regular gameplay, AC should relinquish all camera control to UFPS.
In your UltimateFPSIntegration script, you'll see that the code block starting line 146 should be the only …
Even Tin Pot is not supposed to be sliding around too much. It could well be to do with your Horizontal and Vertical inputs in Unity's Input manager. You may have to tweak the Gravity, Dead and Sensitivity values to get your desired behaviour.
There's no built-in Action for this, no, but you can extend AC's ActionList system by writing custom Actions.
You'd probably want a custom Action that does the builk of the work for you, e.g. spawns a 3D model, parents + positions it properly and s…
I don't believe Unity supports GIFs directly, but you can always use a script package to convert it to a sprite-sheet. You can then play it as an animation that plays in your scene.
For day-to-day features, Unity 5's Free edition is pretty much th…
For climbing and complex movement in first-person, you'll have to rely on a custom controller or UFPS. AC comes with it's own UFPS integration, which you can also modify to suit your needs.
This would be a good use of parameters, which let you tweak the values of multiple Actions each time they get run. A primer on parameters can be found here.
Basically you'd create a new ActionList asset that has both a Character: Face object and C…
v1.50g is now out, and fixes a critical issue regarding saving between scenes in Unity 5.3 and above. If you're using 5.3 or 5.3.1, you're strongly advised to update:* Added: Ability option to the Cursor Manager to always show the system cursor whi…
The important thing is to determine whether this is an AC issue or not. As I haven't heard of the 2D demo blacking out for anyone else, I have to assume it's something unique to your project. Perhaps starting a new project is the right direction -…
It's hard to say. Try placing the Demo game's player prefab, Tin Pot, in the scene and re-running it. He'll override your own prefab, and we can see if it's the player set-up that's the issue.
Workflow works for me - add a UI button in the scene, create a new Menu in the Menu Manager and hook up the Canvas / Button into the MM. Is that all you're doing, or have you made the UI a prefab?