It should be easier than this to do, but you should be able to do it by prefabbing the Music object, adding a ConstantID script to it (checking Retain ID in prefab), and referencing that when turning the music off.
There's no easy around it, to be sure. With so much else the output text has to do (look out for pauses, etc), I'm not comfortable about delving into it myself for fear of something else inevitably breaking.
If you were to make use of a Unity UI m…
@SoundGuy: Cinema Director support was integrated with the latest release at the time - v1.3.0.5 - using Unity 4.6. You shouldn't need to make use of Unity 5 for it, but it does seem that your earlier version is the cause of it.
I'm not able to see a way around this. When the game pauses, it zeros the timescale - so that absolutely all gameplay (including animations) is frozen. While it may be that this also freezes unwanted animations like the UI, it does at least ensure…
The turn speed not affecting the RotateTowards is a bug, and will be fixed.
Rotating is intended to be instant while moving 2D characters - this ensures they're always facing the same direction that they're moving. However, you do have a "Tur…
1) No - it must be one or the other
2/3) In the Settings Manager, look for the "Select item if Interaction is unhandled?" option. With that, you can set which interaction will select an item if no specific ActionList is assigned to it. …
It's actually down to the object being deleted. I may be able to fix this in 1.42, but in the meantime you could teleport the object out of the player's view, rather than deleting it.
Choose Hotspot Then Interaction mode is definitely where you want to start. The 2D Demo has a similar interface - "Select Interactions by" is set to "Clicking Menu".
Putting aside the free-aiming until all else is sorted, you s…
Try using a Trigger to detect the player walking off-screen instead. If you keep the Marker / Hotspot, check "Cancels interactions" in the Trigger inspector. Using a Trigger may remove the one-frame idle animation.
Randomly-generated levels aren't a part of traditional adventure games, which is why AC doesn't really cater for them. However, you should be able to use a script-created NavMesh at runtime - provided you can programatically create it when the scen…
A custom Action would let you easily disable all of a Hotspot's Interactions:
foreach (AC.Button button in myHotspot.useButtons)
{
button.isDisabled = true;
}
You'd need a custom script (or perhaps a PlayMaker FSM would do it). Basically you want to check for the Rock's Rigidbody velocity. If it's above a certain magnitude, then let the obstacle break.