AC v1.40 will include an ActionList when turned off option for all Menus. The Player: Constrain Action has also been updated to allow the locking of free-aiming in First Person games. It will also include an Inventory: Check selected Action, which…
I can't recreate this. How do you mean exactly - are the values in the GameCamera2D inspector stuck at (-0.2, 0.2), or does the camera just act as though they are? Does the camera move correctly if you uncheck Constrain?
1) ETA is early next week.
2) All feedback I've gotten is that AC works just fine with the 4.6 and 5 betas, but this is only what I've heard.
3) Once 4.6 is made official, I will be bringing support for UnityUI - but not before.
Good work @matrix211v1!
As it happens, there's some heavy changes being made to Dialog.cs for 1.40, to make way for new LipSyncing options. If you can, please wait until that's out before we talk about such changes - it'll make integration (and po…
I would set it to something as very small, rather than zero. Double-tap to move won't make a difference, but the accuracy setting is linked to speed: if the character is running, the accuracy will be "looser", to account for the higher mo…
A simple script should be able to handle that easily enough. The static function PlayerMenus.GetMenuWithName (string menuName).TurnOn (true); will turn on any menu. You can manipulate elements similarly with GetElementWithName. The manual in the …
Don't forget you need to map the "r" key to the "RotateMoveable" input axis - this is how you flip the rock over. Please check the included readme file.
The music volume isn't controlled in an Options menu like the other demos,…
When the Inventory menu turns on, you can use the Player: Constrain Action to lock movement in all four directions. I'll look into adding a similar ability to disable free-aiming as well, so that you don't need to rely on the ToggleCursor input.
T…
The asset file "AdventureCreator/Resources/References" is where the links to the active Managers are stored. When importing AC, if you leave this file out of it, it should stop the Demo managers from being made active again.
You'd have to use Global Variables to store your player's choices.
Going with your example, create a new "String" variable in the Variables Manager, and name it "Chosen item". In Dialog Option "a", insert a Variable: …
Yes - there's a menu element type called Input, which lets the player enter in text strings. It's intended for things like passwords or player names, rather than anything complex (you can see a tutorial on it's typical use here, but if you have a p…
@terrymorgan: Have you assigned the Physics demo's own set of Manager files before running the scene? Be sure to select "PhysicsDemo_ManagerPackage" and assign the managers using the Inspector.
@David: I'm not clear what you mean - pleas…
@deoesi: It does. Custom animation engine scripts can be plugged into the system: it's how e.g. 2D Toolkit is integrated. The SetSpriteDirection function in the script Char.cs calculates a character's angle relative to the camera - you could use t…
Test with a fresh ActionList that does something really simple, like display some background speech. It needs to be seen if this is caused by the Actions you're using. A screenshot of the ActionList would also be helpful - I see what you're doing …
At what point did you make the save game file you're loading? If you create a save game, you may find odd behaviour like this if you create variables / menus afterwards, and then loading the save game file. Did the variable and menu element exist …