You should use the Player: Switch Action in the menu scene instead. You can opt to load the new player in a new scene with this Action - use that instead of Engine: Change scene.
Can't get this to happen for me - so long as the list is set to Run In Background, speech doesn't affect gameplay at all.
You'll need to be more specific about this. Are you prevented from moving, or literally just interacting? Does the limitatio…
Is it possible to have dialog text on top of a black BG?
If you mean full-screen black, just create another menu above it in the list. Resize it to 100% screen size, give it a black texture, and set it's Appear type to When Speech Plays.
I have…
Just be aware that though you can change movement method mid-game, you can't change the "Camera perspective" setting. Set it to "3D" and build your 2D scenes up using the regular 3D GameCameras.
One thing you might want to look at: the OuyaIntegration.cs script. It basically converts AC inputs to OUYA-compatible ones. Should all be working, but clearly something's not right.
Just limit your Navigation mesh so that it only goes left-to-right. You'll have to give it a slight bit of height (for the raycast to be able to "see").
I will see about adding the 2D demo's "side exit" feature to Choose Interaction Then Hotspot mode.
I'll need a refresh on 1). Does the update solve the issue?
You'd have to modify the script, as it seems to be looking for the hardware cursor position, and not AC's one. This should return the correct vector:GameObject.FindWithTag (Tags.gameEngine).GetComponent ().GetMousePosition ();
Since your game is 2D, you can use the DOF variable to store the intensity per-camera. A script attached to the MainCamera can then read this value and display an effect accordingly - see the manual's list of static functions to get the line of cod…
What strings, the filenames?
Don't forget that you can still drag the Player prefab into the speech Action's Speaker field manually. This works for both single and multi-player character games - so long as you don't check Player line?, it will use…