If the Logs are reporting correct now, try moving them into the script's Apply function, which should be called each time the surface material changes.
This function iterates through the Inspectors "Footstep Materials" array and applies t…
If you want Jump animations to play from the Walk state, you'll need to set up your Transitions to allow for it.
You can do this by creating a new Transition from Walk -> Jump, and setting the conditions to match that of Idle -> Jump.
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It depends on the finer details I've mentioned, but Sprites Unity Complex will give you the most control and flexibility.
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Details can be found on the rules page here.
The forum doesn't support the hosting of images, but you can upl…
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What "Movement method" have you set in the Settings Manager's "Interface settings" panel.
Check that your game is in 2D - i.e. that the "Camera perspective" setting (further down under "Camera settings&quo…
Details can be found on the rules page here.
The forum doesn't support the hosting of images, but you can upload them to an image-hosting site such as imgur.com, and copy/paste the links.
Check your AC's MainCamera's Inspector after the switch should have occured - it'll name that camera it's supposed to be attached to. Is it listing the third-person camera?
This may be a case of it being attached, but the MainCamera not rendering.…
AC supports the highest official release (currently 2022.2), though if there are issues with a beta release let me know.
I'm not seeing any issue with Unity in your video, however. For the Animator window to update at runtime, you need to enable A…
What's your Menu's "Source" property set to?
When set to Adventure Creator, then both Menus and their Elements are drawn in the order defined in the Manager. Elements listed last will be drawn last - i.e. atop those drawn before.
When s…
You need to declare slotNameParameterID as a variable, as covered by the tutorial:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] pu…
This is for a 2D skeleton-based character, I take it?
How many directions can they face, and does each facing direction have its own skeleton?
For 2D, both Sprites Unity and Sprites Unity Complex animation methods are available, but I'd recommend …
Thanks for the details.
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To be clear: this is for the Menu's transition animation, not the Button's, which is also animated through its own Inspector?
I can attempt a recreation, but your setup sounds very specific. If possible, it would b…
Thanks for the details. To be clear: the original warning appeared regardless of whether or not the NPC was actually present?
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That sounds like a conflict between RememberTransform and RememberNPC, which both deal with the attached GameObje…
Fields in the Player's "Mecanim parameters" box need to be set to the names of your Animator's parameters - not their intended values.
Your parameter is named "Turn float" - this is what you'd need to enter into the Player's Ins…
No - the exact code you add is based on the fields you want to parameterise.
The code above is adapted from the previous tutorial.
To have a string parameter field override e.g. slotName with slotNameParameterID, replace:
slotName = EditorGUILayo…
Welcome to the community, @ndfiqmkaf.
For performance, voice files are associated with speech lines within the Speech Manager. Once you run the "Gather text" operation, you can then choose a means of linking the two.
A tutorial on this …
Do you have the "folder" GameObjects in your scene's Hierarchy, e.g. "_Logic", "_Cameras" etc? You can have AC create them if not by clicking With folders at the top of the Scene Manager.
AC will automatically add new…
Set the Appear type to Manual, and create a background-running ActionList asset that uses the Save: Save or load Action to autosave the game, the Menu: Change state Action to turn the menu on, wait a moment, and then another to turn it off.
Then, r…