The 3D Demo still relies on Legacy animation, so I think it's still possible. The animations are imported from external FBX files, however. I do know that if you enable Debug mode in the Inspector (top-right) and select an animation clip, you have…
You're using the regular AC menu system for this? I was under the impression that AGS actually used a font that had an outline within the file - maybe not.
AC does it's outlining by re-rendering the text to the left, bottom, above and below the or…
DOTT-style scene saving/loading is certainly what should happen - like I said, the fact that they aren't is quite likely a bug. I shall look into this, thanks for bringing it to my attention.
Thank you for your undertanding: you can download the finished scene from this link, which is a unitypackage that also contains the various managers, prefabs etc you'll need. Once you've imported the package, you can bulk-assign the managers by sel…
If you're playing one-off animations like this, then you can't tell the ActionList to "wait" until the animation has finished, so you'll need to use an Engine: Pause game to pause for however long the animation is. You can then use the Me…
OK, try this: open up PlayerMenus.cs and do a mass search-and-replace of any instances of:
EventSystem
to:
UnityEngine.EventSystems.EventSystem
so that e.g. line 48 reads:
private UnityEngine.EventSystems.EventSystem eventSystem;
That should r…
Hi @Dominik, welcome to the community.
Currently this is only possible with 'Cycling Cursor And Clicking Hotspot' mode - choosing that will give the option to add input buttons that cycle through the interactions in both directions. This mode will…
As in, a button that automatically loads the last-saved game? This is a planned feature for the next release, v1.46. I can't give an ETA, but hopefully within a couple of weeks.
Personally I would use a script to handle the rotation, as I'm not sure Mecanim is intended to be used like that. I'm likely wrong, though.
Are you using parameters to transition to the static clips, or choosing "Play custom" within the …
Copying menus mid-game isn't guaranteed to work, but you may get lucky. However, you need to add the copied menu onto the PlayerMenu script's list of Menus:
AC.KickStarter.playerMenus.menus.Add (hotspotSnoopIcon);
You'd then have to remove the Me…
I'm not sure that what you're describing is a bug, but rather just how it works: the highlight texture will always show if the cursor is over it: only the click texture will animate.
The player/sfx work wouldn't have made a difference - working across platforms with Dropbox, maybe - I'm not sure. Again, please try deleting the PlayerPrefs file - it should re-set the Settings Manager for you.
I would also strongly urge you to u…
Clickable buttons: yes, this is perfectly possible. You can have buttons on the screen, affect the player when you click on them, change the scene, and return to the original scene afterwards.
Arcade games: AC is intended for traditional adventure…
I've tried to do this for you, but unfortunately since the scene was made with 5, it can't be loaded into 4 - Unity doesn't allow for backwards compatibility. Sorry about that - I wasn't aware that would happen.
If you upgrade to 5, then I can cer…
There could be a conflict with a script or class name from one of your other assets, most likely one named "EventSystem". I'm looking to fix such errors for the next release, but in this case the EventSystem that AC refers to is actually …
I can't see anything wrong with it - the highlight texture is supposed to overlay the regular one. But without screenshots, I really can't picture what you mean exactly.
Be aware that you can always rely on Unity UI instead, if you want complete c…
I'm afraid that with your talk of menu names without context, it's confusing to understand what you're doing, exactly. But my method doesn't involve hiding or showing any elements: I'm referring to splitting the top button into a separate menu, whe…
The first problem is certainly achievable. AC has a very flexible menu system that can be used to generate buttons that run ActionList assets when clicked. You could therefore create your main menu buttons that go to different scenes when clicked …