If a Label's type is set to "Dialogue Line", it's height becomes fluid if the size is set to Manual. That way you can have a fixed with, but still have a desired width (the Demo_MenuManager's Subtitles menu does this)
Which version of AC are you using? Do you have Touch Screen set as your Input style?
You may need to adjust the Menu such that the Menu's border extends beyond the Button's icon. Generally this kind of problem occurs because the finger is pressed…
The Menu will try to appear above the Character, but all Menus are restricted such that they must always appear fully on-screen. If your Menu or Label is too wide, you won't be able to centre it properly too far to one side. Try reducing the width…
AC requires the use of 3D physics components to move it's characters - it won't "see" a 2D rigidbody and know what to do with it. Currently, at least.
Please explain what it is exactly you are trying to do in your scene, the orientation …
Have you placed the Colliders onto the correct layer? The player will still walk to the wall, but won't be trying to go "through it", if you see what I mean.
How confusing. Would you mind swapping them around? Just disable their Player/NPC scripts and add on the opposite (in a backup project), and set the old NPC to be the Player. This isn't enough for me to be able to re-create, so I need to know if …
The camera component shouldn't ever be "active" unless your doing a split-screen effect. If it is, that's a bug.
Your game won't "wait" until the animation's finished playing (and the "Pause until finish" option in th…
The currently-selected item is stored in the RuntimeInventory script's selectedItem variable:
GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>().selectedItem;
I'm afraid reworking the Menu System to ignore alpha sections would make the system too costly, so far as optimisation goes.
The Hotspot menu can be arranged on top, however, simply by re-arranging it's position in the Menu stacking order.
It's a bit of a minefield so far as how Unity decides to update assets. To be honest, I have no idea why/how your Managers were being replaced in 1.30 and not in others - it's not a setting I can directly affect. If you create Managers from scratc…
The Variables Manager had to be changed to make way for the ever-growing list of per-Variable settings. A necessary evil, but I can at least display their default value in the button label for 1.31.
I haven't had time to fully look into it yet, but I can see that it relies on Unity's native 2D view to work - which would mean having to rotate your entire scene and markers etc if you were previously using Top Down mode, and not at all if your gam…