SortingMaps are covered in the 2D game tutorial video, if you have some time to go through it in detail. You can watch it here, and skip-to time numbers are listed beneath it.
When set to detect players, the Trigger should activate so long as the object entering it is tagged as "Player" - it doesn't actually look for the Player prefab itself. Can you confirm both Player prefabs are tagged as Player?
Of course - AC tries to make things as simple as possible, but it's still contstrained by Unity. I shall look into your GUITexture suggestion, though - thanks.
I can't say for why it won't wait until finish - the code is correct - but if it's not …
You will need to supply a material within the Play on material field.
For some reason, Unity makes it especially difficult to play a movie on desktop platforms - and you can only play the movie as a texture on a material.
You will have to create a…
In theory that should all work - but without seeing what you have exactly I can't suggest much else. Try it again, ensuring that the player prefab is within the scene outside of "play" mode (so that you can reference the Marker easily) an…
Works fine for me - are you using the latest release?
Unity doesn't like to move Rigidbodies that are kinematic, and there should be any need for you to check it - try unchecking it and see if that works.
Your screenshot hides the object's layer - check that it is on the Default layer, and that it is not sharing the same space as any other collider.
Generally it's recommended to keep your mesh and Hotspot as separate GameObjects. The easiest way to…
AC on its own is intended for pure adventure games. Combat, and extended movement mechanics aren't within it's scope, but can be added on by integrating it with another asset (such as the one you've linked to) by writing a custom script to bridge t…
AC allows for Menus to be turned on when it detects an Input button is pressed, but the mouse scrollwheel is not classified as a "button" (see this thread). Therefore, you'd have to have a custom scripting running in your scene that detec…
It the camera is fixed (so that the right side of the scene always matches the right side of the screen), you could do this with a Menu - an invisible Button can change the cursor when the mouse hovers over it. You could also do this with a Hotspot…