You'll need to use a C# script to update the camera setting (followCursor), but you can still rely on an AC Global Variable to record its intended state. This variable can be linked to Options Data to have it be part of the Options menu, and indepe…
Welcome to the community, @DrCyclops3D.
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AC relies on Unity's animation and rendering system - so long as your characters are animated using the Animator component, you should be just fine.
A tutorial on working with 3D models and animation…
I don't see your workaround as a problem. The icon being displayed isn't limited to being the first - you can set this per-item in the Inventory Manager via the "Use cursor icon" field.
It's not a case of changing resolution, but aspect ratio. If you've designed the game to run at 1.778, things won't appear correct when run at 1.33. This isn't AC nor Unity-related, just inherent to game design.
What you can do on the AC side, ho…
I'd second @Blackbird's suggestion in that you should view the "OnStart" cutscene as a more of a gateway to running any logic you may want to run at the moment a scene begins.
You can create a separate Cutscene for each of the various &qu…
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I did, and it did - holding down a gamepad input mapped to InteractionA caused the item to become selected in drag-and-drop mode.
I'm not relying on Rewired as mentioned above, however - just Unity's built in input system.
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They wer…
If you use Unity UI for the menu's display, you could hide the UI Button's Text object and display a separate one that shows "Continue".
I think I see the issue with "Continue From Last Save" now, though.
This option doesn't ne…
Thanks for the bug report. It looks like this'll occur when using a non-AC loading scene - is this the case?
To fix, open up AC's Char script and replace line 1542:
KickStarter.eventManager.Call_OnCharacterTeleport (this, _position, GetTargetRota…
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If you have a non-zero Minimum drag distance value, then the InteractionA must be held down while the cursor is moved.
You can alter this value through script at the moment you switch input method - see above. However, I would recommend fi…
I'm not familiar with itch.io saving - is the expected behaviour that changing the URL should still allow for previous saves? Or is the issue that the Autosave should not be present at all?
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Try accessing your browser's developer console to…
It would be possible to do in AC - but I've always found ProBuilder's toolbar to be a bit cumbersome in all honesty.
A (perhaps) little-known feature, however, is that header labels in the Managers can be collapsed by clicking them. If you click a…
Check the Console for messages, which "SkeletonData asset" is assigned in the Skeleton Animation component, and which Animation clip is playing in the Animator.
Move the PlayerStart so that they're not overlapping any of the scene sprites…
If you want to delay the opening of an Interaction menu, you'll need to open it manually through custom script at the correct time:
KickStarter.playerMenus.EnableInteractionMenus (myHotspot);
However, the OnHotspotInteract event is only triggered …
By "change the URL", are you referring to the savePathName string, or where your built game is loaded from? If the former, are you testing this in the Editor?
If this is from a build, locate Unity's log files to see if they reveal what p…