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ChrisIceBox

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ChrisIceBox
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  • What does the inspector for your "back button" look like?  Setting the Click type to Crossfade should take you back to the title menu, but you can also assign an ActionList asset to use Actions to turn off and on the appropriate menus.
  • The "Play while paused" issue has been brought up before - it's actually a Unity bug that still hasn't been fixed.  Once Unity get around to it, the code in AC will work - I didn't imagine we'd still be waiting for this issue to be resolve…
  • Sorry to have confused you: the crafting feature is intended for inventory combinations that involve more than two items, or require the items to be placed in specific spots on a grid.  Like in Minecraft. If you are just combining two items togethe…
  • I will have a look see if it's possible, but given it's complexity I can't make promises.
  • It's possible to link Menus with 3D elements - have a look at this tutorial.
  • No problem, Jay. Hotspot Labels - Be sure to set your Hotpot menu's Size to Manual.  When used to display Hotspot labels, AC will keep the fixed width but adjust the height automatically. Actions - What doesn't work, specifically?  The switch char…
  • Yes: just set your Size parameter to Absolute - it works for both Menus and Elements inside them.  When set to Absolute, they'll be the same size regardless of screen resolution.
  • No - only one or the other, I'm afraid.
  • I'll need to see your Menu that's blinking - not sure what you mean exactly.  Could you post a shot of the menu, and it's settings in the Menu Manager?
  • Please bear with me: I'm feeling my way through the dark, here. Open up the Serializer.cs script (it's in AdventureCreator -> Scripts -> Save system) and remove the lines at the top: using System.Xml; and using System.Xml.Serialization;
  • 2DToolkit is a separate asset from Unity, and I should stress that it's entirely optional.  AC is capable of 2D games without it - the 2D demo game, for example, doesn't make use of any other assets. The video tutorials you mention are out of date …
  • You should be able to do this with Global Variables: store your Star count as an Integer.  Before displaying the Menu with the various levels to choose from, use the Variable: Check Action and the Menu: Change state Action to hide / show "level…
  • The menu in which the save button appears will turn off once the game is saved.  If another blocking menu (one that's set to "Pause when enabled") is still active, that would cause the game to lock up.  Is this the case?  You can assign an…
  • Assuming you're in Context Sensitive mode, this function should return the texture of the active Hotspot: public Texture2D GetUseTexture () {   Hotspot hotspot = GameObject.FindWithTag (Tags.gameEngine).GetComponent <PlayerInteraction>().GetA…
  • That's what the Engine: Manage systems Action is for.  Try it: if you literally use no other systems / Actions in your game it should work.
  • Try having two Actions: first change the parameter value, *then* play idle.
  • Thank you - it's as I said.  When unconstrained, the Camera's x-position is negative.  But the minimum constrain you set it is zero: so it'll move up the X-axis until it reaches zero. This feature is to make sure that the camera doesn't clip throug…
  • You will need to do custom scripting, but you can add it on as another component - no need to edit AC's scripts. AC's Mecanim implementation is written to give the designer more control than the Legacy system: AC provides parameters for the main st…
  • It should obey the new SortingMap rules of the second scene.  Does the second scene have a SortingMap?
  • The MainCamera copies various properties of the GameCamera it's attached to, but for performance it doesn't do everything.  You can get around this with a simple script attached to the MainCamera that copies over the rest, eg: using AC; MainCamera…
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