@Xidore: No. Currently the drag features are 3D only.
Just found that you'll get an error if you try to build a game with 1.38. Always something! Just made a fix in the form of 1.38a, so look out for it shortly - Unity are generally very quick to…
And the full changelog:
Upgrade note:* Third person cameras with a Pitch rotation of Free must be changed to Limited - otherwise they will be unconstrained
* Added: Drag objects - Move objects along pre-defined Tracks, along planes, or rotate arou…
AC stores it's save game files in the persistentDataPath that Unity provides it with. This is a Unity value, and changes based on the platform. A search of the Unity docs should tell you it's value for each platform.
On top of that, AC makes a no…
I'm not done yet!
Know that you can use the Menu Manager to display an InventoryBox that only shows the currently-selected item. Create a new InventoryBox element, and set the Inventory box type field to Display Selected, and Display to Text Only.…
But doing so the element appears at the end of the screen.
But which end?
Try calling the menu's RecalculateSize function afterwards. It's not advisable to manually re-position elements through script, but know that you can also hide and show e…
It all depends on the plugin in question. Sounds like there's a conflict with script names - does the other plugin have a class/file called SceneSettings? AC's SceneSetting class is within it's own namespace, which means the other plugin likely do…
They're public variables in the Player script (actually the Char script, which is the base class). A simple script is all that's needed to override them:
void ChangeAcceleration (float newValue)
{
GetComponent <Char>().acceleration = new…
Just make the variables in your script public. They'll then be exposed in the Inspector for you to drag the Cutscenes onto them:
public Cutscene myCutscene;
Keyboard-control over menus only works when the Menu in question is set to pause the gameplay.
In your Menu Manager, find your Interaction menu, and check Pause when enabled? inside it's properties box.
I haven't had any issues getting the AdvancedPlayer prefab set up with AC by using the same method, so long as weapons aren't involved. I've been sent a breakdown on how someone else managed to get weapon cameras integrated, though, which I'll be p…
Not out-of-the-box, but going over the manual I shouldn't think it'd be too difficult. You'd have to change some of AC's code, but all input is handled in one script: PlayerInput.cs. Replacing any instances of Input.GetKey with cInput.GetKey (and …
When in Direct control, you can use the Player: Constrain Action to lock the Player along a Path. If the Path is a simple straight line, you'll be locking the Player to just one direction.
Thanks for pointing that out - the functions were made static recently, and the manual will have to be updated.
You simply need:
SaveSystem.LoadGame (0);
The player will move at a constant speed, except for a brief acceleration / deceleration at the ends. Try modifying the movement values in the Player inspector to see if you can get the correct effect.