And it's done.. I think. The multi-slot problem just means you have to manually link each slot to a UI button (e.g. Inventory Slot 1, Inventory Slot 2), but it's not as annoying as it might sound. The real killer was drag-and-drop (and getting it …
But beyond the code excerpt, you can see that this block isn't run if the charState variable is set to CharState.Move (i.e. the Character's walking). If a Character is on the move, this won't be run. Instead, try this:
In AnimEngine_Mecanim.cs, l…
So in a general sense, this is what you'd want to look into doing:* Create each "hidden object" as an Inventory item that the player carries when the game begins. When the player finds an object, the corresponding inventory item is actual…
Keep in mind that dialogue options and subtitles are separate entities, and are also displayed in separate menus. To display speech text, you want a Label element of type "Dialogue Line". To display a dialogue option, you want a DialogLi…
If the Sorting Map is disabled, I can't see why it'd be affected at all, in that case. Would you mind posting screenshots of your NPC's root and sprite inspectors, both during gameplay and not?
The "Engine: Change timescale" Action can be used to change game speed (though you'll have to edit the ActionTimescale.cs file to increase the slider's max limit to 10).
Create a Cutscene that's set to "Run In Background". Crea…
First, define a "Jump" input button (using the standard Unity input manager), and test that it works correctly. Now, you just need to make a Menu that "simulates" this input button when pressed. Create a Button element that's C…
I'm intending to get one more update out before the holidays (during which I'll be taking a long-overdue rest) - and this update will include support for Unity's new UI.
All being well, it'll have full support - with the ability to link each of AC'…
I'm afraid not officially. This goes quite beyond the realm of AC's intended scope, which is that of a traditional adventure engine. With the ability to lock of AC's own movement system (using the Engine: Manage systems Action), you may be able to…
Chris, do you think this approach would work for most of the AC-specific
actions? Which systems could you foresee this being an issue with?
The main issue I was going to raise was that of adding the AssignValues parameter, but I see you've already…
I think that's going to be too thin - as we've suggested, give it some height. If you have no need for "up/down" animations, just assign left and right animations as the up/down - that way if the character is stopped mid-turn, he'll alway…
You say it doesn't load all the variables - and then that it does. What's happening here, exactly?
I can't recreate your issue with the menu closing. What's it's Appear type set to?
It's "GatherSaveFiles", at the top of the same script. However, know that you can also limit a SaveList menu element to just show a particular slot - by creating two separate slots for "1" and "2", you could achieve th…
Thanks for the find. Though the 2D Collider appears to rotate, in my experience this is just a visual quirk of Unity - it's always worked for me despite the appearance in the Scene view suggesting otherwise.
I will look into the suggestion that a …
I'll need a bit more before I can advise. What 2D mode are you in? This is the "Moving and turning" field in your Settings Manager - by default this should be Unity 2D.
Is it that the sprite child is being affected, while the "root…
If you're looking to limit a GUI Texture to a particular active camera, I'd suggest using the LimitVisibility script. Attach this to your GUITexture object, and you'll be able to limit it's visibility to just one GameCamera.
(You'll have to edit t…