Try using the "Offset" fields in the GameCamera 2D Drag component's Inspector, rather than the Transform values. These should reposition the camera, but also respect the constraint settings.
Welcome to the community, @Aquasasser. Apologies for the frustration, but rest assured we'll get to the bottom of this.
To be clear: is this to say the prefab has no Animator component?
The temporary prefab assigned is the same in both Timelines …
Attach an NPC component to the "actor", update your Speech tracks to have them be spoken by the NPC, and set the Subtitle menu's Appear type to Above Speaking Character.
They appear to be working in the Editor - but you need to exit/enter play mode, rather than reload save games, to confirm.
Is this the case, and does the issue occur in the new project's build?
You wouldn't need an AC variable - as you can calculate the scale, and apply it to the Marker, just before moving the object.
To call a custom function from an ActionList, make the function public, attach to an object in the scene, and use the Obje…
Could be an aspect ratio enforcement.
In the Settings Manager's "Camera" panel, there's an Aspect ratio field - is this set to Fixed or Range? This'll produce top and bottom bars to fit the content to the given ratio.
This'll occur in t…
So that I'm clear: the issue is that at 0:31, the entire screen is visible?
It looks unrelatd to the Light2D object, as the Light component is still off at that time.
Try pausing the game at this moment, and disabling GameObjects to see which one …
I mistook the label - it's there as "GraphicOptionsData", and it's being set.
Does the issue occur in the Editor?
The data suggests the Quality Preset is set to the first option - is this the case, and what does the same screenshot show …
From your description, I don't see a specific need to teleport anything - the chest can begin the same in the position the Player finds it in. Just lower its "Sort Order" so that it is drawn underneath the logs when the two sprites overla…
If the DirectMovementTargetLock property is assigned, the Player will face it no matter which direction they move when under Direct control.
You can test this by adding a Cube in the scene and attaching this script to it:
using UnityEngine;using A…
No problem - thanks, I see the issue now.
It's a case of the objectsToSay array not being declared - so it defaults to null. To fixed, replace:
public GameObject[] objectsToSave;
with:
public GameObject[] objectsToSave = new GameObject[0];
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That's as it should be.
Does the issue occur in the Editor? Open up the Save File Manager and look in the "Profile properties" panel's "Linked Variables" section. What data is set for the variable?
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Don't chang…
Once the motion control is set to Manual, AC is no longer a factor in the character's position.
Make sure you have gravity disabled, and you'll need to multiply the movement vector by Time.deltaTime, i.e.:
transform.position += new Vector3(0, -0.0…
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Did you Apply the Graphic Option's included Template file? Aside from copying over the Menu, you also need:
* A Global String variable named "GraphicOptionsData", with its Link to set to Options Data.
* The Graphic Options UI com…
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You may be referring to this script on the AC wiki:
https://adventure-creator.fandom.com/wiki/Return_PickUps_to_original_position
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You can do this with a Marker that's parented to the MainCamera, with a local position of (0,0,1) - i.…
For a custom script to control the Player's position, you'll need to set their Motion control field to Manual.
To have this be set by the script, you'd need explicit TurnOn/TurnOff functions, i.e.:
using UnityEngine;using AC;public class climb : M…
What are your AC and Unity versions?
Hard to say what it might be from the video - is it a spike in the Profiler? If so, try switching your scene's Pathfinding method to A Star 2D - it's a faster alternative to the default Polygon Collider option.…