As in, keep the character facing the direction of the camera?
What's your Movement method set to, what GameCamera type are you using, and how would you be looking to control the turning - through input?
Are any custom scripts involved, such as the one I linked to above?
Thank you for the details - but I still can't recreate it on my end copying your settings.
If you can PM me your 8 Manager assets, your NewInventoryUI canvas prefab, and a sample …
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I'm just asking the version you're using - there may be a tweak you can make to your version rather than updating it completely.
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Did you re-assign your own game's Managers afterwards, or do you rely on the Demo game's Managers?
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For the benefit of any future users with this issue, could you share details of what occured?
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A GameObject's Layer is assigned at the top of their Inspector:
https://docs.unity3d.com/2020.1/Documentation/Manual/Layers.html
You can reduce the number of vertices on the NavMesh to 4, but it will need to be a Polygon Collider component.
As a test, try this option with the 2D Demo: load up the 2D Demo's Managers + scene from the top toolbar, and then set the Movement meth…
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What is your AC version now? This may be addressed in the latest release.
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You'll need to check Wait until finish? in the Camera: Fade Action to ensure the transition is shown in full before the loading process kicks in.
It's not necessarily an issue, but you'll need to be aware of what overriding AC's default EventSystem entails.
AC's EventSystem replaces the Standalone Input Module with its own Optional Mouse Input Module component. This mainly handles two thing…
You can associate a Document with an Inventory item, as we discussed in this thread.
What you could also do is have an Inventory item property be reserved for its associated Document - i.e. create an Integer property for your items, and use that to…
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Yes - you can assign a "Standard Use" interaction to the "Lay egg" Inventory item, which will run when clicked without any other item selected.
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If the Interaction system is disabled, Hotspots will not be responsi…
Does the NavMesh encapsulate the colliders?
If you check Auto-stick to NavMesh?, remove/disable the colliders as they will not be necessary.
Are any custom scripts involved to prevent vertical movement on the Player?
As this is a visual problem, …
A fair bit to unpack here - and some of the latter is a little more advanced than standard inventory usage. If you're just getting started with AC, I'd recommend taking a look at this tutorial, as well as the Manual's "Inventory interactions&q…
Welcome to the community, @Bik.
What's your game's Movement method currently set to, and what are your AC/Unity versions?
When using Direct control in a 2D game, there are typically 2 ways to limit where the Player can move.
The first is to make …
Looks OK - and I can't recreate such an issue on my end.
What are the properties of the Menu this is in, and does it work if you temporarily switch the Menu's Source to Adventure Creator?
If you're looking to have the Hotspots be highlighted for t…
The FlashHotspots input will cause Hotspots to highlight in the same way that they're highlighted when selected - if set up to do so.
The exact method depends on the effect you're going for, but the Highlight component is necessary for each. For e…
Is your Camera orthographic?
If the positioning and layers are correct, then the next thing to check would be for the presence of overlapping colliders. Try disabling other objects in the scene that aren't necessary at this point, so see if they a…
Are you using Unity UI for menu display?
If so, you can make use of this script on the AC wiki, which hooks into the OnChangeLanguage custom event to alter the Fonts of menus when the language is changed:
https://adventure-creator.fandom.com/wiki/…
Documents and Inventory items are separate entities.
You can, however, have an Inventory item that represents a Document, and then set that Item's "Use" ActionList to one that runs the Document: Open Action to view the Document when click…