This is something I've been made aware of, and I'm still considering the best way to tackle this. The most obvious fix would be to hide them if the icons themselves are blocked by walls, but what if an object is partly visible despite this?
In the…
I'm happy to look at a project that can demonstrate the problem, but it must be reduced to the bare minimum needed to show it. Make a copy of the project, remove all scenes / assets that are unnecessary and take up space, and them PM me.
It could well be! Either can be removed - try it, and listen.
Failing that, have you set up these sounds to be SFX, and is the SFX volume at full-level? You can check this at the bottom of the Settings Manager.
Much of this would be done using Menus - you can show/hide menus and elements within them using Actions, handle the "clicks" of Buttons using ActionLists, and so on.
For a menu-heavy game like this, you'd probably want to make use of Unit…
A custom action that enables/disables light components would be simple enough to write: just copy the ActionVisibility script and work from there. Tutorials on writing Actions can be found here.
It may be because your Circle Collider is disabled. Try enabling it and retrying.
Another thing to try: re-enable (or just remove completely) the Follow Sorting Map component, but disable the "Follow Sorting map?" checkbox beneath it.
For total control over when it's displayed, set the Menu's appear type to "Manual" instead. You can then use the Menu: Change state Action to turn it on and off at wil.
In what instance - in a Menu InventoryBox, or the cursor when an item is selected?
In a Menu, look for the "Size" field in the InventoryBox element's properties list. You'll also need to make sure the parent menu's Size field is not set …
@oxyscythe: You can avoid this by not importing the "Resources/References" asset file when updating - this file is just used to keep track of which managers are being used.
You're going to have to be clearer about what you mean.
If the character's state is Decelerate, it's because they've stopped moving. In this instance, you wouldn't want the character to play their Walk or Run animation.
AC relies on it's own First Person control system - you can't use the Unity one, because it's not compatible with things like Triggers. You can read a tutorial on setting up FPS control here.
AC also supports the use of the UFPS asset, which is a…