Yes, just set your Movement method to Direct.
You'll have to lay down Collision Cubes in your scene to prevent the player from moving through walls, and ensure your Player prefab has both a Circle Collider 2D and a Rigidbody2D on it's base.
As I said, AC won't do anything regarding animations when loading. You have to specify the animation change explicitly using one of the two methods I described: even if that change is to simply stop the animation from playing.
This isn't so much a bug, but a limitation of how AC handles saving.
Basically, it's impossible to save/restore the state of animations in Unity with any decent amount of reliabililty. What might work under one set of very specific conditions won'…
You've brought me back to this thread, but I don't know what you're asking for here. You can already make a vertical specific category inventory, correct?
Have you looked into the recent Inventory properties feature? You can assign variables to i…
1) No, just a limitation. Line IDs are assigned per-Action, so you cannot use different voice files for different lines on the same Action.
2) Split to 4 what? Sorry, I don't understand.
Have you played with the Root motion turning slider in the Player's Inspector? That determines the extent to which AC turns the character vs Mecanim.
Turning it all the way up to 1 may well give you what you're looking for. Faiiling that, you cou…
You can use the Scene Manager to place down "Scene sprite" prefabs in 2.5D. These are placed in 3D space, so if placed in front of your NavMesh then they'll act as a foreground object.
I'm afraid I don't know what you mean. What is deforming? If you can post screenshots or more clearly describe the problem, I shall do my best to help.
Two things to keep in mind, however:* If your NavMesh has holes in it, make sure the NavMesh h…
Are you referring to the head-bobbing effect? You can tweak that by changing the values in the FirstPersonCamera script on the Player's Camera child. Also know that you can use AC with UFPS, if you are looking for a really smooth controller.
Make sure your colliders have "Is Trigger?" unchecked, and that your Player prefab also has a Collider + a Rigidbody (or just a Character Controller).
You can remove the ToggleCursor input in Unity' Input Manager, and then just set the cu…
If you are using Sprites Unity for your character's animation engine, then you will only be able to play the same talk animation each time (per direction).
If, however, you switch to Sprites Unity Complex, your animation is then controlled using Me…
My point was that it needs to be checked. You should then find that, for a given player position, the camera is always in the same place - regardless of where in the scene the player began. Is this not the case? Try teleporting the player to the …
I don't recommend using variables, but if you go down that route - use local integer variables. You can use the Variable: Set Action to increase it's value by 1 each time a button is correctly placed. The location of the ActionList is unimportant,…
You can avoid using Actions by simply animating the light and using the Object: Animate Action to trigger it. For that reason, it's not necessary for such an Action to be included within AC "official". However, know that you can write cu…
You should try animating the bubble as part of separte fish swim left/right animations. Unity Animations can animate transforms as well as sprites within the same clip.