Yes it is. To play subtitles, you need to have "Subtitles" enabled as an Option (see the Options Menu in-game, or the bottom of the Settings Manager), and have a menu that can display it (both the demo managers included have one). Has yo…
Which 2D mode are you using, and what kind of camera is active (prefab and orthographic/perspective state)? When using Unity 2D mode, the Scene Manager should give you the option to create "Hotspot2D" prefabs rather than the regular ones.…
For playing back the narrator lines, you'll need to either have an AudioSource on the player, or set a "Default Sound prefab" in the Scene Manager. Just click "Sound" in the prefab list and drag it over. Basically it just needs…
The NavMesh and CollisionCubes serve different purposes. How you use them depends on what kind of game you're making: the main choice being Point And Click or not.
If you're making a P&C game, you generally don't need CCs (the Demo game only u…
Nothing in there that doesn't sound possible. You can also use a Trigger prefab that, when entered, stops the NPC from following the player. Inside the Character: NPC follow Action, you can set the Follow type to Stop Following.
No need to panic. It won't have been corrupted, and an update will sort it.
There's quite a bit going on here, and it sounds very specific. If you could, please PM me a project that demonstrates each of these problems (you can remove any unnecess…
I'll do this officially for 1.35, but you can enable the Jump feature for touch-screen by going to PlayerInput.cs, and moving the closing brace '}' on line 581 up to line 572 (above the 'try' command).
You'll then be able to create an on-screen but…
It doesn't sound like you're using Unity properly - you shouldn't have to drag your FBX onto the prefab. If the prefab references the original FBX model, updating the separate model file will update the prefab without affecting anything else. That…
@TayannaStudios: Did you check to see if PlayerMenus was on the PersistentEngine prefab (it moved from the GameEngine prefab in 1.33)? That may account for missing menus.
@EBlomquist: I'll look into it, but is there any other info that you can sha…
Upgrade notes:
* Main Cursor and Character Portrait textures must be re-assigned
* "Pause when enabled" Menus no longer deactivate selected the Inventory Item - use the Inventory: Select Action to do so
* The "Player To Container"…
There have been quite a few problems reported with AC and Unity 4.5. Official support is on the way, but for now 4.4 is the way to go. The next AC update (1.34) will be out shortly, and will be 4.4 compatible. The version after that, 1.35, will h…
Timing shouldn't really be an issue. Have you updated the LevelStorage script to unload the data in ReturnCurrentLevelData ()?
I can't really give much advice other than "do as the others do". Best strategy is really to just pick anothe…
If you chain up your Actions, yes. Assuming your doing this from a Cutscene, go to the When running property in the Inspector, and change it to Run In Background. The Engine: Pause game Action will then become a delay timer, so you can play an ani…
Anyone else getting this? I can't recreate this myself.
If the New Game Wizard fails, you can create your Managers manually by unsetting them in each tab - a button will prompt you to create a new one.