How are you moving the NPC along the Path in the first place? In an OnStart cutscene?
It may be that the NPC's state is being saved, but being overridden by the OnStart logic.
If the NPC can be killed, you need to make sure that the logic that ca…
This looks like it's caused by a non-zero transition time.
Using the Flip X property I mentioned avoids this, since it's only a checkbox rather than a number.
The alternative method would be to rely on a script such as this.
Having the player be centrered and adding a constraint are both concepts that compete for control over the camera's position. As you near the screen edge, the camera can no longer be centered on the player because you're limiting how far the camera…
Which stats in particular are not being saved? Is the resurrected NPC again moving along the Path, or is it only the animation that's incorrect?
To save the state of an Animator, a Remember Animator component must also be attached. A Constant ID …
Firstly, test this scene with the latest release in a backup or duplicate project. v1.72.0 made improvements to the click accuracy of 2D NavMeshes.
That may be enough to resolve it, but otherwise: what is the shape of the NavMesh? The size of the…
Welcome to the community, @Legend.
The tutorial you mention is unofficial, I should mention. Official tutorials - both text and video - can be found here.
The most basic tutorial on creating a 2D character can be found here. This, however, makes…
Through scripting, yes.
You can hook into the OnGrabMoveable and OnDropMoveable custom events if you want to apply/release something specific when a particular object is held. For example, this script updates an Animator's Bool parameter whenever …
If you want the Player to be able to jump while LandSoft is playing, you can create a Transition from LandSoft to Jump that uses the same conditions as that from Locomotion to Jump.
If you want to prevent the Player from being able to jump until a …
Thanks for the report, I will attempt a recreation.
Is it your intent for "Cutscene_Divider" to pass on its parameters to "Next Cutscene", or otherwise how are "Next Cutscene"'s parameters intended to be set?
Can you …
It could be done through a custom script, yes.
To have something be triggered over a single frame in Timeline, though, Unity recommend the use of a Signal rather than a dedicated Track type.
Signals are a somewhat complicated solution to the probl…
Node widths are fixed for all Actions, rather than per-node, but you can adjust this width from AC's Editor preferences, accessable from the Project Settings tab.
Odd. The camera used shouldn't interfere with the motion of the character it's following. You're saying this doesn't occur if you instead rely on a regular GameCamera or SimpleCamera for both scenes?
If your Player uses a Rigidbody component, mak…
The reported issues were fixed in the following release, but they involved delayed updating, rather than a particular SFX not being affected
Post a new thread with full details of the issue, and the script involved, and I can take a look.
You can rely on Unity's OnApplicationFocus function, triggered when this occurs, to have AC bring up the pause menu.
Best to also check if AC is already paused, so that it doesn't turn on the Pause menu again.
Something like this inside a MonoBeha…
What's your AC version?
The collider gizmo in the video doesn't look like it matches the door object too closely. Are you using a BoxCollider that spans the mesh?
The issue looks physics-related. If it's jittering, it may be that a Rigidbody is …
Welcome to the community, @Increator.
In AC terminology, 2.5D refers to the use of pre-rendered image backgrounds and 3D characters. For something like the examples you mention, you'd be looking at 2D characters in a 3D scene.
AC supports the use …
As your variables all rely on a shared naming convention, it may be possible to instead iterate through CupIcons instead and work out its associated variable from its index number. Something like:
void UnlockCupIcons(){ for (int i = 0; i < C…
With Sprites Unity Complex, you can create a Bool parameter to "re-route" your regular standard animations (idle, walk etc) to a separate set of climbing animations when True, and revert back when False.
You can update this parameter's va…