(Quote)
The "right-to-left" box only affects the direction of text-scrolling - it won't affect the contents of the text itself once fully displayed. The supplied translation will itself need to read right-to-left.
If it's the scrolling y…
Essentially it means that the character's facing direction is separate from their movement direction.
The opposite of this is the "Turning Circle" option, where the character will always "move forward" as they turn, meaning they…
Revert back and load in the normal way - does it work again?
What exactly is the issue with the menu - do the options not show, or is it not interactive? If the latter, what is the Menu's Source and how is it intended to be navigated? With the mo…
For 3D games, a character needs either a Character Controller, or a Rigdbody + Capsule Collider pairing.
It can't use both, however - if you want to swap to a Character Controller, remove the Rigidbody and Capsule Collider first.
You can emulate t…
The constraint values aren't always straight match for position values - the offset and Player's original position are also factored in.
Try altering the X direction's offset value, and/or unchecking Use default PlayerStart?.
Only the NavMesh Agent Integration component should be capable of disabling the NavMesh Agent. As it's standalone (i.e. unreferenced by other scripts), you can duplicate and amend to suit your game's specific needs if necessary.
However, it's had …
The NavMesh Agent integration requires that the character rely on pathfinding for movement - if they just beeline to the cursor, it won't count.
Setting a non-zero Pathfind update time (s) value in the Settings Manager should resolve this, as it'll…
I don't have enough to go on. Is this for a 2D game?
If you'd like to PM me your Managers, the script, and an example scene, as a .unitypackage file, I will take a look.
Here's an update scripw with two changes:
1, Clicks are now ignored when a Hotspot is selected.
2, The LayerMask is now configurable - if the wall beside the ramp is included, clicks will not pass through it to the ramp.
using UnityEngine;using AC…
A Global Variable with its Link to property set to Options Data will cause its value to be saved as part of the active Profile, as opposed to specific save files.
However, it would be better to reset the scene itself as opposed to saving/loading sa…
Going with separate animation states is the approach to take.
It doesn't need to be a separate animation - an empty state in your Animator, set to be the default, is often enough.
To handle the transition to the falling animation, create a Trigger…
Welcome to the community, @GvdBulk.
When a Button element relies on Unity UI, AC won't interfere with the Button component's Transition properties.
In following your steps, though, I have found that the Animator component that gets added to the pr…
Thanks for the details.
It sounds like its a case of it being hidden rather than not opening, as you ought to get a NullReferenceException error if the window isn't actually opened.
You can confirm this by opening up AC's AdventureCreator.cs scrip…
Welcome to the community, @arrakis338.
A simple custom script can be used to update the amount of items based on an Integer variable value, but you'll need to use it carefully: since the item itself controls its own amount through Inventory: Add or…