It's not, but it's clear that it should be. It's to do with an oversight on my part when creating AC pre-release, but you can't currently re-order dialogue options. I'll have another attempt at getting this fixed for 1.40, but in the meantime your…
It's the only way to do it as of now, but I've found it to be quite annoying myself! Expect an improvement in 1.40 - at least the old "first" node should be shoved out the way.
Colliders - not controllers. Place down CollisionCube2D prefabs (or 2D colliders of your own choosing) to block movement. As @Eastman points out, a NavMesh is not necessary to guide a player around in Direct control.
What do you mean by "second interaction", exactly? Certainly the Cutscene called from the Interaction should be skipped as well.
Also, are you using 1.39 or later? That update fixed a critical issue related to skipping ActionLists.
Yes, it's possible. For individual Cutscenes, use the Action: Send message Action to pass the "Kill" message to it. It'll stop running.
To end all ActionLists, you'll have to use a single line of code (to be placed in a custom Action - …
The "Crossfade" option is more a remnant of AC pre-Menu Manager, when Menus had to be hard-coded (those were the days..)
Crossfade will close all active menus, and enable just the one specified. Instead, use an ActionList asset, with two…
You could either write a custom Action that disables/enables the NPC script of a given GameObject, or use the Object: Add or remove Action to physically delete/restore the entire GameObject. Be sure to prefab the NPC, and place it in the Resources …
No - the two are independent. "Automatic" size simply means it'll use the actual pixel size of the image file. Just change it to "Manual" and you'll be able to re-size it.
This is in the manual - see section 8.2.
You just need to place a ConstantID script on it. In order for the save file to record/retrieve a reference to a GameObject, it needs a ConstantID number - which'll be automatically created with the script.…
Mostly true - it's mainly for convenience in arranging, as you'll end up creating many of each type over the course of development.
However, you can simply create a simple Cutscene called "Autosave progress" and call it at the end of any …
It's not possible to save the animation state in that way, as there's too much complexity and room for error involved. Instead, you need to use logic Actions in your "Cutscene on start" / "On Load" to play the correct animation.…
If the NPCs are static, I'd recommend leaving them off the Sorting Map purely for the performance boost, if nothing else.
You can also use the Character: Change rendering to lock a sprite's scale (or order layer), independent of their Sorting Map. …
The script that handles player movement / hotspot interaction basically checks to see if the cursor is over a menu before doing anything. I'd recommend creating an "empty" menu of the same size as your 3rd-party tool that's active at the …
Thanks. I completely understand how the video tutorials are more favourable than the text-based ones, but as @DieHappyGames points out, it's down to the speed at which I can make them as well as the fact that they can be updated as changes to AC ar…