Indeed: a collision cube is just there to provide an easy way to quickly add colliders. But any Unity collider shape (including Terrain) is possible - just use a collider of your choice, and place it on the Default layer if you want it to block Hot…
Open up it's Inspector window and find it's "Polygon Collider 2D" component. There'll be a button within it labelled "Edit Collider" - click that and you should be able to edit the shape.
There's no intention within AC to disable tessellation - frankly I wouldn't even know how to.
Does this occur in non-AC scenes as well? If it's only limited to AC scenes, try using the Engine: Manage systems Action to disable the various AC system…
The "Pills: Look at" interaction is running indefinitely, and causing gameplay to be blocked. Open up the interaction in the ActionList Editor - currently-running Actions should be highlighted in green. Does it give any clues as to why i…
A couple of unfortunate bugs have forced an early v1.47b release. However, it's safe to ignore it if you don't use UFPS or drag/drop inventory:* Fixed: Critical issue involving UFPS player rotation
* Fixed: Rare issue when using a drag and drop Inv…
I can't recreate this, I'll need more information. How are you playing the sound, exactly?
In your Settings Manager, check List active ActionLists in Game window? at the bottom. What does it show when the problem occurs?
1) I will have to look into this myself before I can say whether or not this is fixable on AC's side of things.
2) There's no special physics tricks between the player and movables (Unless Ignore Player's collider? is checked, but this is off by de…
I think per-scene options would probably be overkill, personally - it's always a balancing act between giving enough control vs streamlining as much as possible. But your point about prioritising directly underneath the cursor first is a good one, …
That's correct - the tradeoff with the ease of baking the NavMesh means you can't swap it out mid-game, so there's no need for a "default" field in this case.
Does the player navigate properly around the NavMesh when you click a Hotspot (…
Version v1.47a is out, and fixes a fair few issues:* Added: Ability to rename the display label of the game’s original language
* Added: Ability to edit translation text directly within the Speech Manager
* Changed: Sorting Maps will no longer corre…
You'll first need to set your Movement method (inside your Settings Manager) to Point And Click. You then just need to define a NavMesh for your scene, which determines where the player can and can't walk.
The exact workflow for creating a NavMesh…