Welcome to the forum, @torisemega!
Absolutely it's possible - the whole Menu system is designed to be customisable. If you open the Menu Manager in the game window, you'll be able to select and edit each of the Menus, and create your own.
A numbe…
When you say there's no walkable area, are you referring to there not being any baked navmesh? You can try reducing the radius value in your Navigation window.
If your baked NavMesh doesn't account for the cube in the middle (i.e. there's no hole …
That's correct - but it should update with the correct text whenever it's displayed. The user should never see the default "Hi" text, if you've set the Label Type to Dialogue Line.
Try removing the sprite from the scene and re-adding it. Otherwise, it may be that your sprite is so small we can't see it - in which case, try increasing the scale by some large number.
Welcome to the forum, @irwa82 - though I apologise for the trouble you're having.
Without seeing some screenshots of your scene I can only speculate, but it sounds like a depth issue: i.e. your NavMesh and game art are some distance apart (or your …
Just to avoid any confusion: I'm talking about the NavMesh object layer, which is set beneath the Static setting. Clicking the arrow to the right of Static (at the top-right of the Inspector) should still show "Navigation static" as check…
Double-clicking on e.g. HalloweenBackground should show you the location of it in the scene - you'll be able to tell by the 3D axis manipulator, so long as you're in Move mode (the cross-shaped arrows top the top of the Unity window).
Select the Ha…
Not at all, it could well be a bug. What if you use a scene that's been set up for AC (i.e. one with "Organise room objects" clicked in the Scene Manager)?
The incorrect subtitles issue is also new to me, and could well be related - is that with the Ui In Scene method, or Prefab?
If you have a workaround, then I'm glad, but I would still like to get the bottom of this. Are you making use of AC's load…
The code to change the icon when cycling cursors is in PlayerInteraction.cs' SetNextInteraction function (starting around line 1281).
This function calculates a new value for the "interactionIndex" variable, which is used to access the co…
The Active Inputs is intended for single button presses, rather than holding a button down - as this would cause an ActionList to be triggered every frame (not good!)
If all you're looking to do is change the speed, it'd be much better to write tha…
Unity Ui Scene assumes that the Canvas object is in the scene to begin with, so it won't transfer over.
My own tests with UI Prefabs turn out OK - the canvases are re-created in the new scene.
Are you using new Canvases to the Demo game's? If so,…
The "standard" way to set up a character with Sprites Unity Complex is
covered in the manual's section 3.9, and doesn't involve swapping out
the visibility of individual rigs for each direction.
If that's
what you're doing, though, you…
If you're working with Mecanim, then it's likely because the threshold of your transition states is too high for the walk speed value you've set. Your Idle -> Walk transition, for example, may need to check for a lower value of your movement spe…
If you're working with Mecanim, then it's likely because the threshold of your transition states is too high. Your Idle -> Walk transition, for example, may need to check for a lower value of your movement speed.
If you keep your Player's Anima…
Is the NavMesh on the NavMesh object layer as well? You'll also need your Player prefab to have a Paths script, but this should be on him automatically. If still no luck, try using the Demo game's Player prefab, Tin Pot, as a temporary test to see…
The 3D tutorial only suggests my preferred way of doing it, but there's always others - including your camera zones idea.
If you create a Trigger that covers the zone, and give it the Camera: Switch Action to switch to it's associated camera, that …
2D or 3D? Overlapping should be fine - when both are on, the mouse cursor will simply react to the one nearest the camera. If one's off, then there shouldn't be any conflict at all.
When a Hotspot is Off, it's placed on the Ignore Raycast layer. …