This really does look great - the bar's been set, you guys!
Is the opening shot's camera controlled with the Camera: Switch Action, or did you make a custom animation?
Well, you can still get to "secondary" options quickly: If an option leads to a new Conversation, then you can click on that Conversation window box to view that instead. It then provides a new button to quickly go back-and-forth to the p…
You can assign an Inventory ActionList to an inventory's "use" button, and put a Camera: Switch Action in there. Because Inventory ActionLists are asset-based (they don't live in the scene), you'll have to reference the Camera using it's …
You'd have to change the MainCamera, rather than the GameCameras. The GameCameras are there for reference - the MainCamera copies their position, FOV etc.
If you're using Mecanim, you'll have to use the Engine: Pause game action immediately afterwards.
It's a limitation of the Mecanim system - if you're using Legacy, the Character: Animate action lets you pause the ActionList until it's finished.
Probably. Would you mind testing? When a Cutscene is set to Run In Background, the start delay should be interchangeable with a Pause game Action at the start. Try setting the delay to zero, and replacing it with a Pause action.
I'll get a tutorial up on the site, but in the meantime: you need to create a string variable, and use the Variable: Set Action. When you select a string variable in that action, you can change the Source field to "Set As Menu Input Label"…
A custom action should get the job done, I think. You can get the mouse position from the PlayerInput script:
GameObject.FindWithTag (Tags.gameEngine).GetComponent <PlayerInput>().mousePosition
Follow the guide in the manual to learn how t…
The thing about menus is that no matter how complex the style/functionality interfaces are, it'll never be enough to suit everyone's needs all the time. For that reason, the MenuSystem script is designed to let you add your own code when AC vanilla…
Well, that's rather by design - menu sizes are stored as decimals of the screen dimensions. You may get stretching, but it ensures your menus always "fit".
You could always build two menu managers, depending on which aspect ratio you dec…
It is confusing, and though I appreciate you trying to explain it, I'm still not that clear on the issue. The Engine: Check scene Action works fine - have you disabled AC at all during the battle scene X?
A handy feature when testing Actions is in …
Whoops! Really sorry - I always try to test publishing before each release, but the one time I forget..
This might be easy to fix, but it's a bit of a showstopper. Expect an official fix shortly.
Well, the texture in the inventory isn't the same one as that used by the model! It's a graphic to represent the shovel itself - like a mini-screenshot of it. You could make one yourself using GIMP or Photoshop - just remove the background, shrink…
No worries, this is a simple fix - I'll put it into 1.29.
In the meantime, assuming you're game is Point and Click, you can update it yourself within the PlayerMovement script, line 428:
Replace:
bool doubleClick = false;
if (playerInput.CanDoubl…
I reckon you'd have an easier time getting around this using Unity Sprites as your animation engine, since you can make use of Mecanim variables. A custom script could work out the sprite's direction, relative position to the mouse etc., and control…
You can use the Player: Constrain movement Action to lock movement in certain directions. If you're making a Point and Click game, just lock all four directional locks to stop the Player from being able to move.