Look in the _Camera.cs script for the SetSplitScreen function - the "split" float (set at 0.49) is the amount of screen space each camera takes up. Setting to 0.5 will remove the border.
With a script, sure:
AdvGame.GetReferences ().settingsManager.hotspotRaycastLength = 50f;
Have you considered turning available Hotspots on and off with a Trigger, however?
@Xidore's points aside, I can see that being a useful feature - 6 objects being an extreme case or not.
Same goes for the face direction suggestion. I'd considered something similar myself, but never got around to it. Is worth pointing out, thoug…
Works as intended, I'm afraid. The menu doesn't stretch: simply remains in the border. If it were to stretch, then the elements would appear squashed. Since you know the aspect ratio you'll be fixing your game it, is it not enough to re-adjust th…
@DieHappyGames: I can't see the actual NavMesh in your video. Could it be that you're actually clicking beneath the NavMesh? The problem may go if you lower it enough.
@Xidore: I'm not sure what you mean by "in the action", but you c…
As for waiting in the background, you have to run a separate Cutscene or ActionList asset that's set to Run In Background. Pause actions inside such a list will become "wait" actions - after it, you can either run more Actions in the back…
You'll need to do some custom coding for this, because the exact options needed will obviously vary from game to game. But you can integrate things with the Options menu by way of Global Variables.
For example, Bloom would be controlled by a boole…
1) For overlaying animations, create Animation clips out of your sprites using the Unity editor. The same principles apply in AC's 2D demo. This isn't something that need involve AC, unless you wanted the animations to be turned on/off during game…
Whoops - looks like the Mecanim script didn't get updated! I apologise, new parameters are supposed to appear in the Inspector. I'll have a fix out in a bit.
I've been looking into this, and .. it already seems to be a feature! Are you using the latest Unity release? Rich text seems to work just fine in menus: try setting a label's text to "<b>This is in bold</b>".
More rich text…
The same answer, I believe:
You want to play the correct sound in the OnLoad cutscene. To work out which sound to play, create a Boolean in the Variables Manager, change it's value when you want the sound to change, and in the OnLoad cutscene, che…
It's not currently possible to hold objects in 2D, but it's a good feature to add. Are your characters animated with separate sprites for each limb? I only imagine it working properly if that's the case.
Same for Hotspot Detection - it's a bit of…
If the Menu Manager has a different number of menus / elements than it did when the loaded game was created, then the saved game will no longer be compatible. When you make a new save and re-load that, does the problem persist?
Not currently - you can use the Drag element to scroll an individual element, but I have a feeling you want to scroll a collection of elements.
Screenshot of the menu?