This may be possible with a bit of tinkering. Try giving this a go (rough steps):* Make the board/table where the puzzle takes place a Hotspot, that has an Inventory interaction for each puzzle piece. That way, you can drag and drop your Inventory…
Perhaps this issue varies from computer to computer - some reported the jitter effect went away with 1.39.
The source, I think, is in the MainCamera script. Open it up and change the LateUpdate () function (line 364) to Update (). Does that solve…
Sorry that's happened! Can you tell me the specific version you were on before upgrading? I don't recall there being any changes to Triggers from 1.38 -> 1.39.
One way of getting around this would be to - in the old version - store the Actions…
The main issue is when it comes to the render-order between sprites and models - I don't think Unity is able to mix them together in the same way it can change the render order of sprites. For that reason, I'd recommend World Space mode.
If I follow you right, some kind of Action that lets you check the currently-held object would be useful, right? I could see about adding such an Action.
Not currently, but I see your problem. It's basically down to the various Update functions and their timing.
I'll look into eliminating this with 1.40.
I think you're confusing the highlight alpha with the *actual* alpha of the sprite.
The GetHighlightAlpha () function simply returns how intense the highlighting effect should be. Instead, you'll want to add on a new color that's a factor of the i…
On what platform are you testing on? The polygon pathfinding algorithm is Dijkstra's, which is one of the fastest, but it's recommended to keep your NavMesh as simple as possible. How many vertices does it comprise of?
I would imagine the solution to this would be more to do with Unity and custom scripts, rather than AC specifically.
I'll open this one to the floor - there're many 2D games in development, anyone tried anything like this?
You may have luck simple checking one or both of their Colliders to Is trigger. This effect is down to Unity's physics system - AC doesn't try to replace or conflict with it, so solving this by tweaking the standard physics / collider components is…
I understand the concept, but not the specifics of your own use. How many sprites would be affected in the scene? If you're only dealing with the player, it might be worth using the Engine: Change scene setting Action - you can use that to change …
Hi, @oxyscythe, and welcome!How do I enable the interaction mode that's similar to the 2d Demo and works well for WebPlayer in terms of how the mouse behaves (i.e. no need for right click, left click brings up the interaction options). I tried the d…
Quite right - moved it for testing, but forgot to put it back! I apologise - 'c' will be out later, but it'll have the same change, so you won't need to update.
Thanks @matrix211v1 - looks like 'a' had a problem with WebPlayer builds. 1.39b fixes that, and that alone - no need to update unless you're using WebPlayer:* Fixed: Console errors when working on WebPlayer platform
Buttons aren't capable of this. I'd suggest seeing if this becomes possible with Unity's own UI system, which AC will be getting support for in the future.
Are you working in Unity 2D mode? It's likely that you need to keep the camera in the centre of the screen, and use it's Horizontal and Vertical Offset parameters in the GameCamera2D inspector. Since your perspective is Orthographic anyway, it'll …