The included player prefab for the 2D Demo, Brain, already has a FollowSortingMap component on his sprite child. Are you referring to another player, or did it not import correctly?
Thanks for the alert about the wavering end position. It's so sm…
It shouldn't be, but have you checked by removing it temporarily? Know that you can use a local instance of your player prefab - you don't need to update the prefab itself with any changes you make while testing.
Untie the link between your Escape key to the menu, and use an Active Input instead. Active Inputs are covered in section 2.14 of the manual, but essentially allow you to map input buttons to ActionLists, but only during the game state you choose. …
I only mean that it would skip the process of the player walking over to the Hotspot, in the case that you've set the "Player action" to "Walk To Marker".
In the same place - open up the Menu Manager, and click "Options" from the list of Options. You'll then be able to edit the size / background etc. If you keep the Game Window open when an AC scene is loaded, you'll be able to get a real-…
This the condition you'll want to check for:
!(KickStarter.runtimeInventory.selectedItem != null && !KickStarter.settingsManager.cycleInventoryCursors)
And what if you remove the neck transform? If you do that, then the system will try to judge the relative height between head and hotspot by examining your player's Capsule Collider.
You don't need to determine the Inventory's state with a variable: just use the Menu: Check state Action to see if it's locked or not.
As for the stuck player issue, have you checked to see if the Inventory canvas itself is blocking taps/clicks? B…
Which tutorial? The 2D video covers a custom subtitle UI at the 1:17:32 mark, while the 3D video covers the use of a downloadable UI template.
You can adjust the display of your subtiles by opening up the Menu Manager (in the Game Editor window), …
I don't fancy the idea of a separate interaction type - with all the different Interaction methods something could easily get broken. I think having a per-Hotspot option of double clicking causing the player to run vs an instant trigger would be th…
It may be that the SpriteTile Asset has no namespace of it's own. Regardless, I will make sure that the two assets are compatible with the next update - thanks for the alert.
In the meantime, you might be able to get around this by replacing "…
@zodiac13: Do you mean the included 2D Demo? I can't see anything wrong with it. Please be very clear about what trouble you're having - if you post a new thread with screenshots that demonstrate the issue, I'll be better able to help.
And the values are still correct once the game begins? Nothing in 1.45 should have changed anything to do with this - are the depth values (distance from the camera) to blame for this? I wonder if this is more to do with any of the recent Unity up…
@hedgefield: I can't find anything wrong with this - check your sorting order in layer values, which will also affect drawing order. If you need to reply, please post in a new thread.
Try this: open up Menu.cs (it's in Assets/AdventureCreator/Scripts/Menu/Menu classes) and change line 1223:
if (actionListOnTurnOff != null)
to read:
if (actionListOnTurnOff != null && !isFading)
If this is a problem with AC, I'm happy to see to it. However, please only include the minimum-needed files needed to see the problem. Currently the snapshot is almost 500Mb - too much for me to download.
That said, it's very likely that this iss…