Have you placed these files in a Resources folder? That's the main difference between build and editor games: Unity can only search folders named Resources when in built games.
I'm not sure how useful others would find this, so I'm rather hesitant to add this to the official build, but if you don't mind doing a bit of re-coding you could probably do this quite easily by duplicating the Inventory: Set Action to create a cus…
If you're using Mecanim for your animation, you could of course do this through your FSM. When it comes to Mecanim integration, AC is designed to give the user more control (whereas Legacy is designed the other way around - it'll have more control,…
Local variables.
Create a local variable (local, assuming you don't want to have it cluttering up your Variables Manager in every scene), and make it an integer. Leave it's default value as 0, and use the Variable: Set Action at the end of every op…
I'm not familiar with the asset you've mentioned, but AC does also have an "Animated GameCamera" prefab. It allows you to play a camera animation that's been created as an "internal" Unity animation clip. If this other asset ou…
It's likely the "MainCamera" tag on the camera that determines it. Use a script to de-tag the AC MainCamera and place it on the new one - that ought to do it.
This is getting far too complicated, without enough explanation as to how your scene is specifically set up. Please post some screenshots to better explain the problem. A short video would be even better.
It'll likely be code inserted into PlayerMenus, which goes through each active element in turn. If a scroll wheel (or whatever) axis is detected while the mouse hovers over the box, then you know to shift it.
1) All you'd need to to is increase/decrease the offset value by gridWidth instead of 1. Shouldn't need to go into Display or anything else. That said, it's a useful suggestion and I'll look into adding it officially.
2) This is more complicated,…
By "any option", I'm assuming that you're in Choose Hotspot Then Interaction mode - the same as the 2D demo.
I can't recreate this issue with the demo's Park scene - moving a Hotspot onto the ground doesn't cause the same problem. And mo…
No. The RememberTransform should handle that. What do you mean by "without success" when adding the script to Panel A?
Try just adding RememberTransform scripts to all four objects, and check "Save parent" on Panel B. Make su…
You shouldn't add Remember scripts to the player, it'll cause all kinds of crazy stuff.
Instead, use multiple player prefabs. Have one prefab with the mask, one without.
In the Settings Manager, choose Player switching: Allow, allocate your prefa…
Sorry, doesn't this post suggest you've already found the answer? First Person + Touch Screen + Drag Affects: Rotation should re-create the movement settings you want.
What do you mean by rotation in the local X? You mean rolling the camera? Sorry, I'm not understanding - you should be able to turn the camera horizontally and vertically in that mode.
The regular GameCamera prefab (available in 3D perspective mode) has a "Side scrolling" movement setting. That'll likely be your best bet: "true" 2D mode fakes depth by scaling character sprites, so I think you'll be better off …
The key to displaying a Menu is the "Appear type" setting. If you've set it to Manual, you'll need to turn it on explicitly using the Menu: Change state Action. What have you tried so far?
1) You can change the Idle pose at random by using the Variable: Check random number Action. This will basically cause one of it's linked Actions (best to use the node-based ActionList Editor window for this) to be chosen at random. Set each of th…