AC relies on Unity's own Physics system, so the collision itself is
going to occur/behave only according to that. This means you can still
use e.g. Physics Materials to get the "bounce" effect right, and tweak
Unity's Physics settings …
No problem - if you're using Sprites Unity as your animation engine, you'll need to supply both Idle and Walk animations in either 4 directions, or 8 (depending on whether or not you're using diagonals).
Even if you don't have a down Idle animation…
Leave your player prefab in the scene outside of runtime, and attach a "_Camera" script component to the same object as your UFPS camera. You'll then be able to reference it in your ActionLists.
Then cut to this camera instantly before s…
That should be fine. The same trick is used to get a player response when clicking on the "Worm" inventory icon in the 2D Demo.
The only difference here is that the speech (and the ActionList) is set to run in the background, which shoul…
Time-consuming though it may be, using speech Actions in the background is the best way to do this, as it gives you full control over the timing, display and translations of the subtitles.
You can skip the subtitles by using an Active Input (see th…
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The Trigger2D objects rely on Unity's physics system, so the standard requirements still apply: in order for a 2D Trigger to detect an object, the object must have a Rigidbody…
You should be able to do this with the regular Conversation system - a Conversation, on a technical level, just provides buttons on the screen that run different Actions when clicked on. You could create a Conversation whenever you want the player …
The links to the interaction objects won't change mid-game, so there's no need to save them.
Please post some screenshots of the problem Conversation. It sounds like you have created dialogue options but not assigned an Interaction field for them …
An update on 3):
My first thought was to create new label types that let you show the page numbers of a Journal, but I wasn't happy with going down that road: it's too "specific" an option, and one of those things where if you start going…
It may be that some kind of "Stop moving when hit collider" option in the Action is needed.
The problem would be figuring out the best way to define what Collider type should stop the Draggable from moving. It should be simple and intuit…
Indeed - for streamlining, AC now delegates more of it's physics / movement code to Unity's Animator component when it can, so the "Root motion" option will be obeyed even if your character is 2D.