You're welcome, guys! More on the way.
@pysnoo: I'll consider it. It's likely something that'll happen bit-by-bit over time - once something works, I'm hesitant to change things that might risk problems.
You're a good sport!
One other option (knew there was another):
Attach a Collider (along the Z-axis, as before) and a Hotspot script to the Sprite Child itself. This'll "catch" player clicks, and replace the NPC's Hotspot inspector (so t…
Thanks for the link.
The main reason I brought up the issue of components already on the MainCamera is that, without this feature, this is what other users have resorted to. It's not so much a case of best practices, and more about making sure it …
You can use the Path prefab to do this. Paths were made to describe specific routes for Characters to take (e.g during Cutscenes), but if a Path has no waypoints (or "nodes"), they can act like Markers.
Create a new Path prefab, from the…
Since you're making a farming simulator in an adventure game engine, I'm not surprised you're having some teething problems! You'll need some custom scripts, but it should be possible.
1) Yes, you will need one variable per crop.
2/3) Attach a cu…
If you've set your Menu to appear "During gameplay", then it'll disappear during Cutscenes!
Yes: menus are disabled during cutscenes. Input keys are still recognised, however.
Will look into it, I have an idea why it might be happening. Thanks for the clear example.
Look out for a 1.37a update later on - this is likely a critical bug.
OK, this is actually a big problem.
So: once the Collider rotates like that, it's actually now in the CORRECT position. The Collider should always run along the Y-axis - the reason being that this causes collisions to only occur at a Character's f…
Can't see why this would happen - I'll need to recreate it. Please post a shot of the Menu's properties box, and the relevant (Menu: Change state) Actions in the Cutscene. That should be enough to see it on my end.
@Harnekin: PM me a screenshot, or asset file. I think all the talk of dialogue options is getting in the way of the actual problem: ie. the random action not working.
@TayannaStudios: Yes, look under the Touch Screen settings in the Settings Manage…
Direct control has no need for pathfinding, therefore you can probably get away without using a NavMesh.
Do you have Horizontal / Vertical axes defined in your Input Manager (found in Edit -> Project settings -> Input)?
A good way to test fo…
You can't restrict movement along an axis, but you have a couple of options if you are making a Direct-control game:
1) If you are making a Direct-controlled game, you can use the Player: Constrain Action to lock the player along a direction relati…
Good thinking, but there is the added problem of those who wish to have other components on their MainCamera (either instead of, or as well as, GameCameras). An "official" AC solution would therefore have to be much more complex than a cu…