No problem, I'm just sorry you're having these early frustrations.
The bird's root object is currently on the Default layer. Move it onto Ignore Raycast, and you'll no longer have the cursor error. Only the clickable object (the sprite itself) sh…
Thank you - that's an excellent demonstration of the problem. Others take note!
I suspect that the ESC issue is because of conflicts with your UFPS. I will have to look into that.
As for the main issue, what you've given me should be enough now …
AC doesn't have a "parser", but for simple text boxes that look for a specific finput are possible with the Input menu element.
This tutorial should cover what you need. While it's actually to do with entering a player name, it still cov…
The tutorial was made in Unity 4.6m but there aren't any version-specific features to be mindful of.
I don't know quite what you mean by "the hotspot doesn't show" - do you mean in-game, or when editing? If it doesn't show, check that yo…
Hi @Digital1, welcome to the forum and the AC community.
The Player field in the Settings Manager requires a Player prefab, rather than a model file like FBX. Are you dragging over the Tin Pot prefab, or the original model file? Bear in mind that…
No, this is probably a bug - with the number of options in there now, it's entirely possible. However, I wouldn't be quick to add in the check, as it may disrupt other setting combination. If making the change works for you now, then that can at l…
Welcome to the forum, @olivier. Ah, the old Animator's Survival Kit!
This feature's implementation would be more dependent on Unity itself. What you're asking about is a 2D equivalent of Unity's root motion feature, which has only just been made …
Welcome to the forum, @Hotshot10101.
The sorting order issue is sorted out just a little later on in the "Creating a Player" section - specifically at the 19:30 mark.
Without seeing any screenshots of your game, I can't suggest much abou…
That's correct - if you are using Unity UI for your Interaction Menu, you must set your icons within the UI itself. This is to give you the greatest flexibility when it comes to animating your UI.
You have two options: either use a Cutscene on reach that contains a single Engine: Pause game Action, or set the Wait time (s) in the Path properties box to non-zero.
There must be more to that console error - have you opened up the Console window to get the full error message?
NPCs are assumed to only have one "main" sprite, which will play back up/down etc animations based on the direction parameter …
The GameCamera2D component already has Offset fields - for both Horizontal and Vertical movement, rather than a singular value. Check the 2D Demo game - that's how the camera keeps the player character in view.
@Nick: The script specifically looks for the Circle Collider when trying to move around an NPC, and the only other caveat is that the NPC is not moving. You're saying that it all works if the NPC doesn't move to begin with? This is getting too tec…
Thanks, @Gog0, and welcome to the forum!
The various fields in the Character: Animate Action will vary depending on what animation engine you've chosen for your Character, which is why the Action needs to know which Character it'll be affecting bef…
Which cursors are you changing - the Main Cursor, or the Interaction icons? For the Interaction icons to display, your Interaction method will have to be Context Sensitive (in the Settings Manager), and Change cursor based on Interaction? will have…
Which cursors are you changing - the Main Cursor, or the Interaction icons? For the Interaction icons to display, your Interaction method will have to be Context Sensitive (in the Settings Manager), and Change cursor based on Interaction? will have…
Thanks for the suggestion - but SaveSystem.GetSaveMethod() does use return XML if you're on the UNITY_WINRT platform. At least in the more recent versions - are you using v1.45?