When in First Person mode, the camera will always snap to the First Person camera during gameplay - Cutscenes are fair game, however.
To rely on another camera during regular gameplay, you'll have to switch your movement method mid-game. Use the E…
It is simple, but without knowing what you've done to begin with it's difficult to help!
Have you created a separate Path object in the scene? It should just be a case of using the Character: Move along path Action once it's been defined.
Welcome to the forum!
To use First Person mode, you essentially need to create a camera as part of your Player prefab, and tag it as FirstPersonCamera - this is what the system is looking for when it displays that message.
This tutorial should get…
Does the Hotspot label appear when you mouse-over? It could be that your Cursor Icons and Menus are not set-up.
Worth mentioning that your 2D mode makes a difference as well. Are you in "Unity 2D" mode? Be sure to use Hotspot2D prefabs…
It's a per-element setting. Choose a Menu, then choose and Element from the list beneath, and then you have access to that element's display properties
There's no "official" integration, but I don't imagine there being a problem with simply adding the correct AC scripts to the finished UMA prefab. Have you experimented with this?
Fixed, at long last. Seems I was wrong - it wasn't a bug, was just down to a lack of documentation when Unity added the feature. Never mind, look out for it in 1.38.
Good to know, but I think it may be more of a problem than it sounds.
While you await an official fix, you can amend the offending line yourself. In MenuInteraction.cs (AdventureCreator -> Scripts -> Menu -> Menu classes), look for line 2…
The Common Camera suggestion is exactly what you needed to make, that's an excellent idea.
It's a complex area to be sure, so I won't make promises, but will look into it.
So basically you want to restrict movement, and "standing" positions, to a finite number of places?
You could do it without coding, but it might be a little tedious.
First, prevent arbitrary movement to/from anywhere by setting the Movem…
I'm referring to the gravity checkbox in the Player script, rather than the Rigidbody, just in case.
If in doubt, set your player prefab to Tin Pot, the demo game's player - he should always work and is good to test with.
No need to resort to Player switching (though I like the ingenuity!) - you can simply use the Character: Animate Action, and choosing the Set standard method.
The process of changing sound varies a little depending on what animation engine you use.…
Strange. Usually whenever things look off, clicking inside the Menu Manager is enough to "reset" everything. Have you modified the menu at all, or is it the same as the Demo game's Pause menu?
@kici: The "OnElementClick" function is only called when an element's type is specifically set to Custom Script. e.g. if you want to override a buttons behaviour, change the Button's Click Type to Custom Script.
Successfully recreated, I'll look into a fix.
As for the music, AC isn't able to predict the timing of Cutscenes - for that reason, it's necessary to add "ending" Actions sometimes to ensure everything is in the correct state after skippi…
I'll fix the errors for 1.28 - thanks for the alert.
The "Test in Game Window" option only works when you are in an AC scene - the help box at the top of the Menu Manager warns you of this.
@MaaS: The "Unity 2D" perspective mode is more in terms of the layout of objects and camera perspectivem, rather than the use of Unity 2D sprites (that's the animation engine, which is separate). Admittedly it's been a while since I delve…