The problem is that you have your Animation engine set to Mecanim - which is menant for 3D characters, and so AC will be looking to control an Animator component on your root gameobject.
To animate a 2D character, you can either use Sprite Unity or…
Unity's SendMessage command only allows for one parameter, so that wouldn't be suitable here.
Instead, you'd have to write a custom Action that does it instead. See the tutorial here. In your Run() function, you'd call the Run_AddUser function in…
It should just be as you would normally - if the cursor is unlocked, you can select items in the Inventory menu and drop them onto Hotspots. If you wanted an instant interaction when you click on an item, you'd create and assign a "Use" A…
Welcome to the community, @salihoff.
To move the camera, you can either use the Camera: Switch Action to move the camera over time, or switch to a GameCamera Animated, which you can use to animate a camera however you like. To have this occur with…
It's along the same lines I explored previously. The same issues apply, and while you could easily implement this through custom code for your own game, it's not something that should be added officially.
The Mecanim parameters are totally separate from Global Variables.
If you've defined a boolean parameter on your Animator's base layer, and entered the name of it in the Character's inspector, then that should be enough. Are you using the latest v…
Sure - you could just extend the script to lock the menu if no special Hotspot has been found, egL
Menu infoMenu = PlayerMenus.GetMenuWithName ("InfoMenu");
if (foundID == 123)
{
infoMenu.isLocked = false;
}
else
{
infoMenu.isLocked =…
It will attach itself to it's Target automatically - by default, this is the Player, so you don't have to move it anywhere.
You will have to fill in it's Inspector fields with the names of your mouse axes defined in Unity's Input Manager. Here are…
The Console window was showing errors, but I would need to see the full errors they're displaying.
Aside from that, is the NavMesh on the "NavMesh" layer at runtime? It's not clear from this if it's down to your NavMesh, or your Player p…
It wouldn't be possible to have an option that enables/disables any script in AC as standard, but it's simple to add this through custom code.
Attach a new script with TurnOn() and TurnOff() functions, and write the code to enable/disable your inte…
The Hotspot label is updated a different way - every frame, in fact.
What you'll have to do, then, is something similar: instead of running this code within an Action, you'll have to run it in an Update() function on a new script that sits as a com…
If the only difference is the SettingsManager asset, it could be that there's a hidden variable somewhere that's causing the problem. If so, that's a bug and needs to be fixed.
You can determine this by selecting the two SettingsManager asset file…
You would have to write code that sets the value of a Fungus variable to that of an AC one (or vice-versa). I don't know the syntax of Fungus' variables/functions, but presumably you do.
AC's GlobalVariable's script contains static functions that …
1) The other way around - drag the model file into the scene, then add the Player component / player tag etc. A series of tutorials on creating characters are available here.
2) Salsa 3D is separate to AC - you won't find any controls for Salsa 3D…