So that they can be called upon by both the editor and runtime.
But you're right: there is no difference at all when it comes to CursorIcons on iOS/Android. As the Unity dev said, Unity's serialization method is different on WP8 - I think this is …
You'll have to post screens of that last bit - the description isn't enough for me to follow. Once the Dialogue: Start conversation Action is run, it'll be displayed on the screen unless you pause the game, or exit the conversation. Other menus wi…
The usage depends on whether your building to mobile, or to desktop platforms. If you're building to mobile, you can just supply a movie clip and it'll play fullscreen (just make sure the file is placed in a folder called StreamingAssets.
Otherwis…
* The
hotspots are detected through walls even if the "Don't show behind
colliders" is set. Are there other settings I need to check?
This isn't something that's currently possible, but I will have a look to see if it can be implemented…
Only if you see any! I'd recommend instead raising the mass of your Rigidbodys, but since your game isn't in "true" 3D, it won't matter too much so far as I can tell.
I'm not clear if you mean that you want to align the text in their element boxes, or on the screen itself. The position of the menu itself can be changed within the menu's properties, and the alignment of the text can be changed within the properti…
v1.46 will also fill in the "corners" of text outlines, as well as provide the option to scale it with your resolution, as opposed to being a constant width.
You may find once it's released, that that'll be enough for your needs - but if …
The Character: Animate Action needs to know what animation engine to show options for, so it needs to have a character referenced before it can continue.
When you check that box, AC will look for the Player prefab you've assigned in the Settings Ma…
Using that Action will only change the default PlayerStart i.e. the one that the scene will rely on should it not be able to find any other one appropriate.
But bear in mind the PlayerStart feature is just a convenience: you could still just rely o…
Work with it in what way? I'd advise you try to keep it as separate as you can - certainly AC shouldn't "mind" it being used in the same scene. But you should still be able to add/remove it, or make it a Hotspot, as you would any other o…
No - the UFPS tutorial is a special case.
However, know that you can disable AC's movement system by using the Engine: Manage systems Action - this will mean it's up to your own asset to move the character during normal gameplay, but AC will still …
The next update will bring a new tutorial video that covers the inclusion of a stealth mecanic, in which you can toggle on-and-off a crouching ability. Your situation sounds quite similar in principle, so it may be easier for you to watch the tutor…
Without knowing what the 'soccer' parameter in your FSM represents, I can't advise - you've created a bool of this name? You'd have to change the 'Set as value' field in the Action to 1.
Without seeing what you've done already, it's hard to give specific advice. But if no animations are playing at all, I'd recommend focusing on that working on it's own, before integrating it into AC.
If you can get a character to default to idle, …
Again: the timer cutscene won't be re-loaded when you save game or switch scene - you'll have to do that manually. However, the global variable that you use to record the time value should be saved in both of those situations: if that's not happeni…