Can't you rotate the triggers so that they're positioned more appropriately? It's a little hard to visualise what you've got from your description - screenshots would help.
The idea of using hotspots and triggers to change camera is something that…
2D characters can be used in 3D scenes without problem - the same prefabs in fact can be used for both 2D and 3D scenes. You can use the 2D Demo game's player prefab, Brain2D, in the 3D Demo scene for example.
The only change you'd need to make to…
3D cameras can be set to move along the X and Z axes with the player, certainly. But AC is only for traditional adventure games - if you want to make e.g. a platformer, AC won't be the right toolkit for you. If you want to describe more about the …
In that case, try having an "invisible" menu that covers the same space as the inventory menu, with an Appear type of Mouse Over. Set the Inventory's Appear type to During Gameplay, and then assign the invisible menu's ActionList when tur…
Of course! AC's just another Unity asset at the end of the day - and sits beside other assets or any custom scripts of your own.
While it's true that the core to building logic (Cutscenes, Hotspot interactions, etc) is the ActionList system, they …
@MaaS: I'll have to think about that - can't be too sure off the top of my head.
@DaveGilbert: If you started your scene in 3D mode, then you'll be using the wrong camera type. Make sure that any GameCameras you've created have the "Game Came…
And you've set up the NavMesh layer, and assigned the "KarthNav" as the default in the Scene Manager? Check the Console window for any warning messages.
Strange that it'd work horizontally but not vertically. The only setting that would…
If you check "List active ActionLists in Game window" at the bottom of the Settings Manager, then you can see the current "game state" in the top left corner. It should remain Paused throughout when you navigate the pause menus …
It's hard to say if it's a bug or not when I don't know what else is going on - you've got some custom actions there, and I'm guessing you've made some new menus, too.
I'd advise switching your Settings, Speech and Menu Managers back to their "…
This forum's held together with duct tape. I think it has it's own mind about when to format properly and when not to.
It's true that AC's tutorials expect a basic working knowledge of Unity, particularly the animation system. But this tutorial s…
Unless Puzzle1Finished is true, that looks OK to me. Are you certain that it's only the speech action that isn't run - i.e. the Object: Animate (Action 10) after it is being run without problem? The Action itself shouldn't have any trouble, so I'm…
It's because the camera is offset by the player's original position, so when the player is on the second "area", it's now at the maximum constraint position.
Try increasing the min/max constraints by the distance between the two areas - s…
Something's not working, most probably. They should be getting greyed out once they leave the inventory. I'm assuming you're doing it the normal way - using the Inventory: Add or remove Action?
You might have to PM me you canvas prefab so that I …
You should make the camera a part of the prefab, as the tutorial suggests - it can still be there when in 3rd person, as it'll only be used when you switch to 1st person.
The approach is right, so it could just be that your prefab isn't set up prop…