Thanks, glad this is going down well.
Copy/Paste functionality will still be there, though the new node sockets are making the "shift up/down" buttons rather needless/confusing. I'll likely remove them from this view, though they'll stil…
I'd actually go one step further to suggest making duplicates of the managers, rather than moving the modified originals to a different folder. If you use the New Game Wizard to create your managers automatically, you'll be set.
When you've set your Interaction mode to "Choose Hotspot Then Interaction", you get an additional setting to override this for Inventory items. You can set the Inventory interactions setting to "Context Sensitive", which will all…
The lack of a backward-walking animation is a bit of an oversight. I'll see about making the movement float become negative for you.
You can use the Character: Animate action to change the values of your walk/run floats.
As for your gravity issue…
The tutorial videos are quite out of date, and are in the process of being replaced by the text based tutorials here. I apologise the the stated need for 2D toolkit comes off as misleading - you don't need it at all to make 2D games.
AC doesn't ha…
It's the actions that come after that determine what happens. Try this: create two Dialogue: Play speech Actions immediately after the Variable: Check action. Set the first speech action to Stop after running. Then go back to your Variable Check …
That'll need a custom script, which converts the mouse position to a point in the scene. Try playing around with this function. You can get the cross-platform mouse position from PlayerInput's mousePosition variable.
This feature should already be implemented - is it not?
If your characters involve multiple sprites, just add a FollowSortingMap script to each sprite object. If you check the "Offset original order" box, the initial offset will be maint…
You can already do this with variables: create an integer called LineNumber, the value of which determines which line is spoken.
At the start of an ActionList, you can either increase it's value by one, or set it randomly (in fact, you can call an …
You can certainly create a big Hotspot behind the others - you might want to parent it to your MainCamera, too, so that you don't have to worry about changes in camera angle. You can also set the length of the Raycast in the Settings Manager.
Some…
Is the MainCamera's position and rotation at least correct? Try adding a Camera component to it, and then disabling it.
The MainCamera script references it's own Camera component to change the field of view and perspective (it's the latter that al…
There aren't tutorials, because every case will be different. However, the basic steps are:* Create a script called NavigationEngine_AStar, and make it a subclass of NavigationEngine.
* Edit Enums.cs and add AStar into the AC_NavigationMethod enum …
Well, you'd have to create a new Raycast - the custom Action would have to take care of everything, using the mouse position as a starting point.
You can certainly create a new Icon in the Cursor Manager for your Fireball interaction. If you don't…