What is the character's scale when correct in the scene?
Are you animating the scale as part of the animation, and is there still a difference if you prevent them from being re-scaled by a Sorting Map?
If you check "Generate Physics Shape" in a sprite asset's Inspector, attaching a PolygonCollider2D component to it in the scene should form an accurate shape around it.
Are these images being animated, so that the collider needs to be ani…
So this is more a case of changing the character's "costume"? It's worth mentioning that you can still opt to have the new Player take the old Player's position within the "Player: Switch" Action.
Recreated - this appears to be an issue related to the machine's framerate.
To address it, open up GameCamera2DDrag.cs, and replace the line:
return KickStarter.playerInput.GetDragVector ();
with:
return KickStarter.playerInput.GetDragVector () …
I'm not quite clear on the issue. Is this a case of the transition being interrupted by the menu being turned on? Or do you want to pause the transition?
As this sounds like a visual problem, I'd appreciate a gif/video if that's possible.
Does t…
Welcome to the community, @olikante.
The overhaul was necessary to fix stability issues as well as the ability to move characters between scenes.
What issue are you trying to solve that's difficult with the current system?
It may be possible to use the Object: Call event Action to set an object's "active" state, but in my experience it can bring issues when trying to locate an object to activate it again.
You can use the Object: Visibility Action to enable/…
When using Direct control, a character can either rely on a Rigidbody or a Character Controller. Jumping is activated by pressing an input defined in Unity's Input Manager named "Jump".
See the Manual's "Direct control" chapter…
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What is your Menu's Appear type set to? If it's set to During Conversation, then a regular DialogList element should be enough.
If it's instead set to e.g. Manual, you will either need to turn the Menu on after calling the Dialogue: Start …
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Are you using Unity UI for the menu's Source? Switch to it if not, as it gives you much greater control in terms of the way the Text object aligns itself to the RectTransform boundary parent, and resizes itself based on the content.
A tuto…
Once the QTE has begun, the Action that called it only serves to await the result.
Currently, there's no way to kill the QTE itself, but it makes sense to add this feature.
Inside AC's PlayerQTE script, add the following beneath the SkipQTE functi…
If you're using Unity UI, try setting the Transition type to Canvas Group Fade, and assign a very low (but non-zero) transition time. If no Canvas Group is actually attached, it should be that it just remains on-screen before turning off.
Though they share similarities, Journals and Documents are two different entities.
A Journal's pages are dynamic. An initial set of pages can be set from within the Journal menu element, and then others added to it using the "Add Journal Page…
For the container name, you can read the "container" parameter that the OnContainerAdd event provides:
container.gameObject.name
If you want to avoid scripting where possible, you're probably best off using sub-layers in your Animator to…
A Slider can be synced to Global Float Variables only, but if you link it to Unity UI Slider component that has Whole Numbers checked, it will only be set to integers.
If you wanted to convert these to Integer variables later, you could do this wit…
I understood your question - I'm advising that you're better off using an add-on script I've written.
Whether you can use PM for crouching would be a question for PM's developer - you'd need to control both the size of the Player's collider, and th…
If you're relying on AC's motion controller, it's better to go with a custom script or animation to more easily control things like the player's movement speed.
Such a script is included, however, in the "Player prefab: First Person" pack…