If you select a PlayerStart in the Hierarchy window, then viewing its Inspector will allow you to change which "previous scene" it responds to. You can select this either from the scene's name, or number as listed in your Build settings.
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AC has a "Camera: split screen" Action if you want to place two cameras side-by-side, but if you want full control over your camera system, then you can disable the MainCamera's Camera component.
Use the prefabs listed in the Scene Manager - don't add any ActionList components onto the Player itself.
What have you done exactly? You can make the player speak, and walk, through Actions - but I'm afraid "Dialogue Play speech : Walk"…
1) It works fine on OSX, but it could be that Windows limits the maximum size of a hardware cursor to 32x32. The Size variable is ignored by AC and should be hidden. Try cropping the empty space around the image.
2) OK, I'll look into it.
PlayMaker / PlayerPrefs variables
I don't see this happening, because of the need to know which source takes priority. However, you can always create two variables: one linked to PM, one linked to PlayerPrefs, and use the Variable: Copy Action to t…
Sorry you're still having trouble.
Again: please unset the "Interaction on move" field in the Draggable inspector, so that nothing is there - because it's still not clear if that's the source of the problem.
It also doesn't look like you…
You've changed your "Input method" to "Keyboard Or Controller"?
What Menus are you using? Unity UI, modified ones, or the default ones that AC gives you to start with?
If you're using "Adventure Creator" Menus (this …
It's not clear if this is a fault with the Player prefab, or the scene. Load the 2D Demo Managers, load up the 2D Demo's Park scene, drop your Player prefab inside and run the game. Can he move around in that scene?
If not, PM me the prefab.
The "Show active ActionLists" button will only show something if a Cutscene is running. If nothing's showing, it tells us that gameplay is not being blocked - which is just as useful to know.
But I cannot recreate your problem using the …
Since the MainCamera is what performs the actual rendering, the code to change camera is located in the MainCamera class.
The GlobalVariables and LocalVariables classes can be used to read/write global and local variables respectively.
You're confusing the Examine icon with the Hotspot's Examine interaction.
Since you're using Context Sensitive mode, Hotspots can have and a Use interaction and an Examine interaction. The Use can be any cursor you've defined in your Cursor Manage…
The most common cause of this problem is that the player doesn't have a Rigidbody / Rigidbody 2D component attached. Check that this is the case, and post screenshots of Player's Inspector if that doesn't help.
Welcome to the forum, @pxdn.
1) Yes, you can have multiple Players in a game. You can enable this at the top of your Settings Manager, and assign as many Players as you like. The "Player: Switch" Action can then be used to switch player…
Remove the Cutscene from your "On start" field in the Settings Manager, and run it manually once the game is running (from the Inspector). Does it then work?
Then create a duplicate of the Cutscene, and remove any Actions that do not cau…