Hi, welcome to the forum!
Could you post a screenshot? The video tutorials are somewhat outdated, so you'll have to be more specific about what you've done so far. What are you doing to make the robot move in the first place? Is it though an Act…
Not at all: there's a bug, and your questions helped me find it. Seems the option doesn't display when your Input method is set to Touch Screen. I'm assuming this is why it's not showing up for you.
Luckily, this is only a visibility issue. I'll…
Seems a bug has cropped up lately whereby this Action'll be cause problems if it's the very first thing to run. Try inserting a short pause before it, with the Engine: Pause game Action.
The warning should be there though: it's just telling you th…
Again: is the parenting wrong? You haven't told me whether or not the hierarchy is correct after loading back - that'll affect the positioning.
Also, does the object have a different parent before being parented to the door? If it does, this'll n…
There's an unfortunate bug with this Action in 1.27. See this post for instructions on how to fix it. It's simple to do, but 1.28 is getting pretty big and won't be out for a while.
Sounds like a good case for parameters. When it comes to game production, there'll always be common tasks you want to perform over and over, which is why parameters are useful - they let you combine often-used Actions together, even though the Acti…
Is it just that the positions are wrong, or is the parenting wrong as well?
Don't forget that the parent object (the door, if I've followed you) also needs a ConstantID number.
In the Scene Manager, you can assign a Cutscene to run "On variable change". Click Auto-create beside the field, if there isn't one assigned.
This'll run every time a Variable changes, so you want to make sure it doesn't block any other …
Should be, at least so far as speech text goes.
Go to the Speech Manager, create a new language and name it "Original". Then check Disallow original language?. This will make the game ignore the "AC stored" text, and only rely…
Only thing I can suggest is that you PM me an example project. Remove everything except AC and the broken Menu Manager (basically just so it's only the bare-minimum needed for me to see it), and send it my way.
Don't forget you can always link a Cycle's value to a Variable, but if you need to do it through script, just cast it:
MenuCycle _cycle = (MenuCycle) _element;
Debug.Log ("Chosen option is " + _cycle.selected);
Debug.Log ("The curren…
Seems the option is missing for Mecanim characters. I'll add it in 1.38 - thanks for the alert.
"Parameter name" refers to the Mecanim variable that AC will update with the character's speed. This is useful if you want to play a differe…
I assume your animation engine is set to "Sprites Unity", in which case yes: when using the Character: Animate action to play a custom clip, check Add directional suffix. This will add e.g. "_L", "_R" etc to the clip n…
What's wrong with the script I wrote? I'm sure you'd need to tweak the values to get the speeds correct - don't expect to just plug it in and have it working!
I'm failing to visualise your problem - a screenshot with annotations would help a lot.
In script, you can get a 2D character's direction with the NPC / Player script's GetSpriteDirection () function. Left will return "_L", right "_…