You don't need to create a GVar class of your own - you can assign the values directly, i.e.:
AC.GlobalVariables.SetFloatValue(9, enemy.health);AC.GlobalVariables.SetBooleanValue(22, true);
If these aren't working, check that the types match - i.e…
If Apply Root Motion is checked, AC will assume your movement is handled by the animation itself - so it won't move the character manually. For 2D games this'll normally need to be unchecked.
AC Menus will scale with both the width and height of the screen. For finer control, switch to Unity UI - it's the recommended option for final menu design, with AC being best for rapid prototyping.
Unity UI allows you to make use of the Canvas Sc…
Welcome back, @Klabautermann.
Agreed on the "Jump speed" placement - it's remained there as it would interfere with existing projects, but I'll consider moving it.
For the others: the exact behaviour is down to the specifics of your came…
What are your AC/Unity versions?
The description isn't enough to understand the underyling issue. Can you take screenshots / record a video showing everything?
Welcome to the community, @wdrpgwd.
The texture stored in a Graphic element isn't included in default save data. You could feasibly handle this with custom scripting, but it's easier to either:
* Run the same ActionList after a save file is resto…
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If the character follows a Sorting Map that has Affect Character sorting? checked, then yes - the sprite Sorting Orders will be controlled by this at runtime.
As an alternative to using offsets, though, you can instead attach a Sorting Grou…
If the video is part of a Menu, do you want to hide the entire Menu until this time - or just the RawImage?
If the entire Menu, set its Appear type to Manual, uncheck Enabled on start?, and use the Menu: Change state Action to turn it on.
If just …
Welcome to the community, @Christopher.
By default, the presence of audio will override the display of Subtitles - it'll be one or the other.
This behaviour is part of the "Options data", i.e. a player-configurable choice. If you go int…
clipAssetID is only set if you check Save clip asset? in the Inspector - this is only necessary if you're assigning the VideoClip at runtime, as opposed to it already being assigned in the VideoPlayer in Edit mode.
Is the saving/loading now working…
I'd say so - particularly since the artstyle's lack of facial features means there are less sprites to deal with.
What you can try is a mix of bone-based animation and sprite-swapping - i.e. have each direction share the same bone set, but each dir…
Thanks for the details - I've recreated the issue.
Generally speaking, the behaviour you're pointing to is correct: if a GameObject field connection gets broken, but a CID value is recorded, then AC will search for objects in the scene with that CI…
Largely so - though a more robust Spine integration can be found here.
The first things to decide are your choice of animation (Unity's animation system, or Spline), and whether you need a separate rig for each direction or not.
If you're keeping …
To get it working with Perspective cameras, replace the Drawable script's:
Vector2 mouse_world_position = Camera.main.ScreenToWorldPoint (Input.mousePosition);
with:
Vector2 mouse_world_position = Camera.main.ScreenToWorldPoint (new Vector3 (Inpu…