Could you give a super-clear example of what it is you'd like to able to do with such integration? I can't promise one way or the other, but when it comes to big features it helps tremendously if I know exactly how people would use them.
No it doesn't - only native Unity 2D and 2D Toolkit, officially.
It is possible to code a custom animation engine, however, to plug into Adventure Creator. Section 11.4 in the manual covers this.
You can try splitting your hint book into different menus (or at least menu elements), that show and hide based on your player's progress in the game. Use the Menu: Change state Action to change elements, and lock/unlock menus. Changes aren't curr…
Can't recreate the issue in 1.31. Please update to the latest version when reporting bugs. If the issue persists, please post screenshots of your Settings Manager, and Hotspot.
The contents of Input boxes can only be stored in String variables. However, you can use the Formula function afterwards to convert a String variable to an Integer variable. This tutorial should help.
What are your Interface settings in the Settings Manager like? You can adjust the minimum delay between clicks inside the PlayerInput.cs script - the clickDelay float. I'll expose this as public in 1.32.
As part of some optimisation improvements, it just so happens that 1.32 removes the need to have Rigidbodys on Characters. You still need them for Characters that are affected by gravity/collisions etc, but it'll be safe to remove them if not. Hop…
Have you gathered your speech lines first, and are you using the latest version? It was recently updated to let you choose the folder where the script sheet is saved - the console should tell you the location.
Screenshots please.
I've tested this and can't recreate the issue. I'm assuming that your scene 0, while a title screen, still has the GameEngine prefab present? You should always have the player prefab in your scene, even if it's hidden. Was this the cause?
Sorry - I'm not quite clear on the issue here. You say that some Hotspots are working (to change scene) while others aren't? All Hotspots use Interactions, so if you've got one working I can't see why another isn't. Screenshots would help.
You can't change "Mouse and Keyboard" to "Keyboard Or Controller" mid-game natively, but you can allow for both Keyboard and Controller by defining Input Axis for both in the Input Manager.
To change control-style mid-game, you'…
The affectY bool is for special cases when moving along pre-determined Paths, and not for pathfinding. You'll need to add gravity back in, and a floor collision.
Sure - just create a menu to open up the inventory. Set the Inventory menu's appear type to Manual, then make a new menu, with a Button, and set that Button's Click Type to Crossfade and enter the name of your Inventory menu.
If it runs normally, it's likely an editor setting that's doing it. Do you have any Inspectors or AC windows active?
A few optimisation fixes coming in 1.32, including the ability to lose the Rigidbody if the Character doesn't need to worry about …