You could write a very simple script to adjust the size of an element based on a variable's size:
PlayerMenus.GetElementWithName ("StatsMenu", "HealthBar");
will return an element called HealthBar in a menu called StatsMenu. Y…
You'll want to use "Choose Hotspot Then Interaction" mode - this will allow you to define multiple interactions on your Hotspots.
For your "Exit scene" Hotspots, you can set individual Hotspots to "simulate" Context Se…
Make sure you have no conflict in the way Root Motion is applied. If your Player script is moving the model itself (i.e. Rely on Root Motion? in the Player Inspector is unchecked), be sure to also uncheck Apply Root Motion in the Mecanim Inspector.
I'll leave the floor open to people who actually use Adventure Creator to actually create adventures ;), but I will say that the workflows are designed to be as similar as they can be, and generally share the same systems. Transferring from one to …
I'm not quite sure what you mean by "node", exactly. Is this the equivalent of a Dialogue Option?
Dialogue Options are pretty lightweight, and while I haven't stress-tested it to the extent you ask, you should get better peformance the m…
OK, this is in for 1.29 under a new animation engine called Unity Sprites Complex.
It's very similar to the current Mecanim solution, in that it spits out parameter values for a "move speed float" etc, but also a "direction integer&q…
No problem. Incidentally, the upcoming 1.29 update will allow you to change the active Sorting Map. The new Engine: Change scene setting action will replace the Engine: Change NavMesh action, and lets you change the NavMesh, default PlayerStart, S…
Thanks, that's appreciated. It's down to both time and the need to update. Adventure Creator is still in a stage when it's features are evolving - a week after I made a tutorial on 2D scenes, feedback caused me to change the workflow and the tutor…
The 2D direction is handled in the Char script - look for the GetSpriteDirection and SetSpriteDirection functions.
However, you may prefer to wait for 1.29 - which will feature a new animation engine called "Sprites Unity Complex". It wo…
But again, what's the result of using the actual Tin Pot prefab in your game? There are a couple of Rigidbody settings within the Player Inspector - have you tried changing them?
Could you not just put a Remember: Visibility script on each child object? It'd likely be more reliable than introducing such a function to the script - for instance, if you wanted one child to be on, while others to be off, it wouldn't know the di…
I tried making this work myself, but 2dTK's camera script is too confusing (smart) for me, and I couldn't get my head around it, I'm afraid.
For what reason are you trying to make use of the 2dTK camera? Just so you know: the next update of Advent…
Sure - just got to think of the best way to go about it. Sprites Unity already makes use of Mecanim, but this would be a kind of "Sprites Unity Manual/Pro" way of doing things. I'll probably make a new animation engine for it, but I've g…
The need for a "3D" Rigidbody is because Adventure Creator has a unique need for it, as domx explained. The fact that other assets make use of 2D components doesn't affect that. However, please elaborate on the other errors and I'll help…
This has been brought up before, and while I do agree with the points raised, it's actually something I've tried (and failed) to correct. The main issue being my lack of foresight - in short, correcting the issue would break existing conversations.…