I still don't get it, sorry. You mean there's a "front of head" sprite and "back of head" sprite? You shouldn't need that. If the character is facing away from the camera, it'll play the "_U" animation (for up); if f…
I've noticed that sometimes the cursor requires a click inside the Game window before it registers properly - this is just a Unity Editor thing, and doesn't affect the build game itself.
I've fixed the issue with the UFPS jump/crouch sometimes not …
Do you mean "Movement method" instead? That's how UFPS is controlled, not the Input method in the Settings Manager. Currently this state is not saved, but I can look to see if this is possible. If not, or until then, you can try using a…
As part of your Inventory menu (or a separate Menu that is always on when the Inventory menu is), you can create "empty" Buttons that surround the Inventory Menu. When you click on them, you can run a shared ActionList that turns them off…
It's certainly the right approach, but maybe you need a few more options set.
Since the Interaction Menu is controlled with an Input Key, not clicking icons with the mouse, try selecting the Interaction menu in the Menu Manager, and checking Ignore…
I think you'd just have to set the resolution of your game to be the same as your artwork. Otherwise, I wouldn't know - perhaps this has been discussed in the official Unity forum.
As I said, a screenshot is needed. The new tutorials will guide you through the process thoroughly, but bear in mind you do need to have a basic understanding of the way Unity works before hand. If you need some tips on how to use Mecanim, I recom…
It works for me - the 3D Demo has it working, if you'd like to check it. The difference may come down to either your Sound object, or the Pause menu itself.
I was referring to interacting with Hotspots, not Inventory. In any case, I'm making good progress with going through the various issues with AC and UFPS. I'm hoping to have 1.43 out next week - I hope that you can wait for it.
UFPS recently made…
I would go half-and-half, I think. No game is going to be the same so far as how such a log would be displayed, so I reckon the best way would be for AC to record the log as an array or list, and just make it very easy for custom script to access i…
Material issue
'Fraid not - a vertex can only have one material, not transitioning. That's a Unity thing, not AC.
PlayerStart issue
OK, I think I see the problem. So the two GameCameras moving is actually correct. A GameCamera will still move by…
Put it down to me not knowing how to find all components of a type a the time I wrote that. I'm not sure about the enum, though - it would cause upgrade problems.
I can certainly look into amending Convesations like that, but isn't all of this already possible just be having a custom Action in these various ActionLists that call your own script? It does seem like this is a problem unique to your game.
A custom Action could easily do this, but it wouldn't be so easy to have the state stored in save games unless I did it.
It seems like the Player: Constrain Action could get quite cluttered, though. Are there any ways to streamline this? Collisio…