AGS had a similar feature, as I remember. I'll think about it.
I agree that the "Engine" category of Actions is getting quite cluttered now. It would be useful to split them up into "ActionList" and "Sound" categories…
@Ressie: Pre-1.42, there was a bug that meant the "Turning speed" property in a Player's inspector was ignored for 2D characters. Therefore, if it was set to zero, it wouldn't have mattered until the bug was fixed. Check that it's greate…
@Ressie: Pre-1.42, there was a bug that meant the "Turning speed" property in a Player's inspector was ignored for 2D characters. Therefore, if it was set to zero, it wouldn't have mattered until the bug was fixed. Check that it's greate…
That's the intended result. "Cursor Leave Menus" might be a little misleading on reflection, but it's made with the assumption that the Menu may often be larger than the Hotspot, in which case you want the Menu to remain open if the curso…
Change that first line to:
if (container.items.Count > (_slot+offset) && container.items [_slot+offset] != null)
I'll make that a bugfix in the next release, too.
That's a bug - thanks for reporting it. I will see it fixed in the next release - in the meantime, you'll have to uncheck the option to hide the cursor when locked.
I can't tell whether or not this is AC or Unity, but AC shouldn't be interacting with the geometry like that. There are a few things we can try to narrow down the source:
1) Try switching to MeshCollider pathfinding. No need to supply a NavMesh o…
It does look like you've set all up correctly, but what's the destination accuracy value set to in the video? It's hard to tell the intended behaviour from the error at the moment. Try lowering it so that the problem is most apparent.
Since it's …
The ActionList you've posted looks to be quite a lot more compex than it ought to be. You ought to be able to re-wire it so that you've only got one Input: Check Action of each button type (Horizontal / Vertical etc).
Secondly, you don't want to r…
That's always a last resort. And it's still present in 1.42c? Replace your player with the Brain2D prefab and see if it works - if so, it'll be an issue with the way your prefab is set up.
For a character to make use of a sorting map, he needs a Follow Sorting Map script attached to his sprite. See the 2D Player character, Brain2D, for an example.
Block gameplay: It's in "When running" at the top of an ActionList's Inspector.
End cutscene: Try mapping "mouse 0" to an Axis called "EndCutscene" within Unity's Input Manager.
That's a limitation I've found myself. I will be looking into it, but in the meantime you could try setting it's position type to Manual, and setting it through script.
For that, you'd need to implement a custom motion controller. The latest update makes this a fair way easier, but it still requires a custom solution - AC isn't natively meant for platform games, though it can be extended to be so.
If two 2D cameras are at the same position, but have different horizontal/vertical offsets, then switching between them should have just that effect, no?