AC won't control which layer the UI is on, so you could try setting it to it's own layer and creating a new camera to only render that layer. Then parent that camera to AC's MainCamera so that they match up ( you may have to write a custom script t…
Open the Scene window and check to see where the object actually is. The parallax 2D script will move the object it's attached to - and if the value is too high it may move faster than you expect. Try setting the Depth to something smaller, like …
Not in the formula, no. Your best option is to write a custom Action that gets called afterward, which takes the value (by reading the variable), does the rounding and assigns it as the value of another String variable.
You can get a float variabl…
You only have one animation (GRD_idle), but AC is expecting the folowing:
1) As "Multiple directions" is checked, it's expecting e.g. GRD_idle_L (for left), GRD_idle_D (for down), depending on which direction your character is facing. Un…
The sprite cannot be on the root object of a 2D character - place it onto a child object and assign it as the "Sprite child" in your character's Inspector. Then make sure your animation does not control the rotation of the sprite, as this…
Welcome to the community, @Gibbagobba.
AC's speech system supports Unity's Rich Text feature - the link shows you how you can use tags to re-colour individual characters/words.
The speech system also supports tokens like [wait:1] that, when insert…
Welcome to the community, @mrm83. I'm sorry you're having trouble. Is there more detail to your error log? It would help a lot if you could post the full log. This is a serious problem so will need to be seen to quickly.
To assign a layer name to a scene sprite, I'm referring to the Sprite Renderer component, not the sprite asset file - just change the Sorting Layer value.
Whether you use the Layer Name or Order Number to control your Sorting Map, the principle is …
In that case: the system cursor is shown/hidden via the SetCursorVisibility function in the UnityVersionHandler script. It's in this script because the exact code to do this changes for different Unity versions.
This is called in PlayerCursor on l…
No - you'd want the SortingMap to use different layer names that go in between your static scene objects, because characters that follow it will be on the layers defined by the Sorting Map, and you don't want them to conflict with your scene sprites…
2D Triggers work by the same principle as the 3D ones. You can turn them on/off by using the Object: Send message Action on them, and determine what happens when they're triggered within their own Inspectors.
Not easily. You could try disabling the Cursor system completely at the start of the Conversation (using Engine: Manage systems Action), which should prevent the cursor from being replaced. However, you'd have to run this Action during gameplay, n…