The videos are out of date, which is why I am in the middle of moving them to text-based which can be updated as AC is.
I should also mention: If you use the provided New Game Wizard, that will successfully retain the demo's Menu Manager if you cho…
Yes, I could see this being useful. It may require you to have a "global" music prefab, however, so when implemented it may need a bit of game-updating on your part. Should be worth it though, thanks for the suggestion. And yes - the So…
This (and a few other features/requests) is taking a while longer, so in the meantime VIDEO!
https://www.youtube.com/watch?v=Z84V0lk7PJc
A few showcased features:* Draggable action "nodes"
* Socket system (plug one node into another, unp…
Is this because of the time gap in between clicking the Hotspot, and the Action running? You might want to try setting the Hotspot's [b]Player action[/b] to [b]Do Nothing[/b], to reduce it.
You could also try a bit of a hack whereby you use the po…
No need! You can lay down as many PlayerStarts as you need - the "default" one is only used when no others exist.
Inside the PlayerStart inspector, you'll find an option to set the previous scene it's to be used for. When the player app…
That'll be the cause, but the change was made to sync movement speed better with animation speed.
The calculation's changed slightly, so it may be just a case of having to adjust your Player's movement settings. I find that a walk speed scale of 3…
Are you using the Sprites Unity animation engine? At the moment, it plays the various clips needed automatically - no room for "in-between animations", or actually configuring your motion controller. Sounds like it'd be best if you were …
You'll want to use the "Character: Change rendering" Action to lock the Character's sorting order in place when they're on the stairs. You could attach this to a trigger on the stairs, and release it with another such action at the bottom.
Shouldn't see a problem in principle. But without your full code on display there's not much I can do! Be sure to rename the script itself to ActionTransformClickPosition.cs, and check that it dervices from the Action base class.
If you make an asset-based Action (i.e. one in an Inventory or Menu ActionList), you reference objects by their ConstantID number. However, the ID is reset for prefabs, so you won't be able to reference the prefab itself. This is probably an overs…
Ah - good point. I'll put an additional option to influence children or not - it won't retain the individual offsets of each child (to do that, just add a separate script to each child, as I said), but for simple scenarios it'll make things easier …
It's a nice suggestion, though there are several reasons for having one-action-per-line - the main ones being linking voice files and animation clips. These assets are linked to the action, not the line, and if they were to be linked to individual …