Could you post comparative screenshots that show the problem? I'm not clear what you mean by massive bars - are you referring to the background's edge, or the ones set by AC if you enable Force aspect ratio in the Settings Manager?
This is exactly the kind of problem that the new Unity UI system can help solve. This isn't so much of an AC problem as it is a general UI one: I'd suggest looking for an answer on the general Unity forums.
Once you have a UI working the way you w…
I'm not clear how exactly you've been doing this. Are you attaching ActionList scripts directly onto the doors? You should rely on the prefabs listed in the Scene Manager. You also need to be careful never to duplicate ActionList gameobjects, as …
When a character moves towards a Marker, it's not possible to make them move to exactly the same spot, because turning/deceleration etc means there'll never be a frame in which their positions match.
What you can do, however, is control how close i…
If your game is not set to Point and Click, then you can jump by pressing a button named "Jump" in your Input manager. Define the button, then be sure to add a Rigidbody component to your player.
OK. Now we'll need to edit SettingsManager.cs.
Line 518 reads:
optionsData = Serializer.DeserializeObjectBinary (optionsBinary);
Replace it with the following:
if (optionsBinary.Length > 0) { option…
The best thing to do would be to rely on the Demo game's Menu Manager, until you're ready to customise. Did you use the New Game Wizard? That will give you the option to rely on the demo's menus.
In any case, open the Menu Manger tab and change y…
I believe I've improved this for 1.42. I made a test by tracing over your screenshot with a Polygon Collider of my own, and I no longer get the problem.
Of course! Any local or global variable your declare in your Variables Manager will be automatically saved and loaded. You can check or change them in-game using Actions.
Again, this is in the manual: see section 7 for more.
Yes, in your Settings Manager, set your Interaction method to Context Sensitive. You can now rely on a left-mouse click for everything - the 3D demo game has a similar design.
Currently, a music track that's set to survive scene changes will only do so if it's actually playing at the time. I assumed #4 was just a request to implement a similar check for SFX (though a different method), and would be done as part of #3. W…
I don't quite know what you mean - what is it you're trying to do, exactly?
The "Object: Send message" Action can call scripts on any scene object - just attach a custom script to a gameobject, then use the Action to call a function withi…
Your suggestion of a "Restart?" option is a good one, but I'm keen to simplify things as much as possible.
I'm not sure of the bool suggestion in 1). I see the need for it, because AC assumes that only one music track will ever get playe…
First of all, you'll want to lock regular player movement using the Player: Constrain Action. You then want to play a looping Cutscene that plays either your "Climb up" or "Climb idle" animations whether or not the player is pre…
Is it 2.5D mode in general you're having trouble with, or scrolling backgrounds?
2.5D mode is really more of a convenience for more common tasks, but it comes at a cost of being a little more limiting. For example, it locks the background to the c…
I suspect this is because the player object is ever-so-slightly out of the NavMesh's boundary when he begins walking - notice how he's right on the edge after the first click.
If a player is not on the NavMesh when pathfinding begins, AC will start…