You need to add the scenes to your Build Settings before you can switch between them. File -> Build Settings, then you'll be able to assign a scene number to each scene, for use in the Change scene Action.
Say you want the player to pick up an object, but you're not sure of the direction they'll be facing. You can use that to leave the direction to AC - so it'll convert "Take" to "Take_L" or "Take_R" automatically.
Havi…
May be a bit of misunderstanding here. Yes, 2d uses Mecanim, but I'm talking about the AC-internal "animation engine" here, with Mecanim and Sprites Unity considered separately. Look to the Brain2D prefab used by the 2D demo - that shows…
I can confirm that crafting will be in AC's 1.32 update. The Inventory Manager is being upgraded to allow you to define "recipes" that take Inventory item ingredients, to create a new one. Place items down on the new "Crafting"…
It's a rather complicated way of going about it - it was actually my first suggestion for 2D workflow, but when people asked for a purely 2D workflow I created the Sorting Map prefab. Does this mean you're using Screen Space or World Space for your…
If your OnStart is getting crowded, for sure you can use the Variable: Check Action to move to different Cutscenes accordingly. Don't forget about the ActionList Editor though, it makes the viewing of large ActionLists much easier to handle.
I'll do some testing of my own, but this may rather depend a lot on your rig, mecanim FSMs, and other elements specific to you. Does this slowdown occur as soon as the scene begins?
Please don't apologise for your bug reporting! Issues such as this are my top priority, and reporting them benefits everyone.
Does your game involve multiple player prefabs, or just the one?
This is actually a known error in Unity. The code is correct (as in, it follows Unity's scripting guidelines), and once Unity issues a fix it'll work. I admit I didn't think it would take so long for such a fix to come out!
That was the issue with 1.30 - I've checked again and it should still be fixed. Can anyone else confirm whether or not the Mecanim bug in 1.30 (and fixed in 1.30a) is still gone in 1.31?
When in Top Down mode, all objects should generally have the same Y position. Is this the case? A screenshot would definitely help understand your problem.
In any case you could get around this by unchecking the "face hotspot" checkbox, …
1) Use a Trigger to call the Character: Animate Action. Changing the method to Set Standard will let you change the footstep SFX.
2) The Character: Switch portrait Action will let you change a Character's graphic mid-game. Only one character can b…
1) I believe this is because the finger position is registered as too close to the button's edge. Try expanding the menu's border, so that while the button's size remains the same, the menu itself covers a slightly larger area. This may eliminate …
1a) This is an error I can only re-create occasionally. I believe I've fixed it, but we'll have to see if it works for you - the nature of it seems quite specific to your set-up.
1b) Same.
2) Fixed for 1.32
Sorry - is this a problem when testing in the editor, rather than on the iPad? I can't recreate this issue when testing in the editor. It could be down to the canMoveMouse boolean in the PlayerInput script (see your GameEngine prefab). It should b…
Never seen this before! What platform are you on? Does it happen to all Hotspots in general, or just this one? Try opening the demo scenes, and seeing if this issue persists on those Hotspots.