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ChrisIceBox

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ChrisIceBox
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  • An update: this will be a feature in v1.47 - but only with Sprites Unity Complex characters.  Character movement speeds will be able to be reduced as they need "wall" colliders - if you reduce it by a big enough amount, you'll be able to s…
  • Thanks for the shout-out!  (Though it's "Guys" not "Boys" :p)  It's true though: the graphics are pretty lame, so I was kind of relying on the jokes to make up for them. If you're looking for more DNG, you can check out the anim…
  • I believe this bug is due to the Pause game when enabled? option not working for Menus that are set to appear On Interaction.  I've since the fixed problem, and will be issued in v1.47. Also, I'd recommend you change your Select Interactions by set…
  • Tested on Windows 7 and all's fine.  You're doing this with AC v1.46g?  Having trouble recreating this problem.
  • Welcome to the forum, Dean. There's no "default" input for AC - because how it controls is entirely up to you.  However, you can use the New Game Wizard to generate a new set of managers - including the Settings Manager that controls your…
  • Are you aware that all these values can be controlled using parameters?  There's no cap on the value if you parameterise it - you can place a single such Action in an ActionList, link the intensity / wait time to a float parameter, and call it using…
  • Your screens are too cropped to see much, but it sounds like setting the parent is the right approach. Check "Wait until finish" in the Object: Animate Action that goes in between the 'Set parent' and the 'Clear parent'.  Normally, this w…
  • AC's 3rd person camera only rotates the camera - not the player.  If you don't want the camera to rotate relative to the player, set the Spin rotation to Locked, and check Always behind target?. If you are using Direct control for movement, look fo…
  • This data is discarded after it's used for memory reasons, but you can see where the walk/run call is made within PlayerInteraction.cs by searching for the "player.MoveAlongPoints" function call.
  • You're welcome.  I don't know if will help with 1), but you can change the layer that Hotspots are placed on when active in the Settings Manager (by default, it's "Default').
  • If there's no default camera in your scene, you should be able to auto-create one at the top of the Scene Manager, by clicking "Create" beside "Default camera".  Otherwise, you can assign any pre-existing GameCamera2D in your sce…
  • Check your list of "Required inputs" in the Settings Manager.  Depending on your chosen settings, the left and right mouse buttons should be able to be re-mapped to the "InteractionA" and "InterationB" Input buttons res…
  • The NavMesh also requires a ConstantID number - you'll have to add the component to it if there isn't one. Generally the Console window should inform you whenever you save in-game of any objects that require an ID number but don't have one.
  • 3D NPCs should have the Hotspot on the base, while 2D NPCs should have the Hotspot on their sprite child.  When it comes to Triggers, however, there isn't a right way over another - if it works, it works!
  • The PlayerStart only turns invisible when the game begins - it doesn't get removed from the scene. This combination of using UFPS, AC and PM could mean the problem is down to any of them.  For what reason are you having to delete the player prefab …
  • Indeed - any limit like this can be edited.  Just as with the pause action, the cap is there because the slider becomes pointless otherwise, and having a slider keeps things more user-friendly.  You can also duplicate the Action's script file, give …
  • @mourelask: I apologise for the problem - it seems that Unity has once again changed the way their Physics engine works under the hood.  The problem isn't there with 5.1.1 on Mac, so it could well be a PC-only issue.  I will look into this further a…
  • Can't think of any - this gimbal locking has long been a source of frustration, so if it works - make the change.
  • Have you looked at the Sprites Unity Complex animation engine?  Check the manual's section 3.9.  The default Sprites mode, "Sprites Unity", handles the playing of Mecanim animations automatically - making it easy to set up, but restrictive…
  • They generally look OK - but it'll take some time to work through them and get back to you with a proper response.  It could be that this is a bug, in which case a fix will be made for it in the next release. The missing "active texture" …
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