Can you share screens to illustrate this? It's a visual problem, so it'll help me understand the issue
Also: what's the wider intent/context here? If possible, it's typically better to incorporate the other sprite into your Player's regular Anima…
Yes indeed - if you used the New Game Wizard to create your Managers, they'll be separate to that of the default Demo Managers.
See the Manual's "Updating Adventure Creator" chapter for details on how to revert your Managers after a impor…
So long as the script is present in the scene, it'll work.
The script itself is just an example, though - you may want to adapt it to only work when transitioning to/from a specific camera, as currently the script will work for all cameras.
You can check Randomise position? in the Character: NPC follow Action to have a character move to a random point in a circle that surrounds the Player, as opposed to the nearest point. This should help with the "train" issue.
For NavMesh…
You can "quick hack" this by opening Player.cs, and replacing:
if (activePath == null)
(Around line 266) with:
if (true)
For proper platforming mechanics, however, I would recommend relying on a dedicated platformer controller asset.
I cannot recreate such an issue.
As a test, temporarily switch your Menu Manager to Default_MenuManager and try it with the default Inventory using Unity UI.
I cannot recreate the issue. This may be more Unity-related.
Create a new scene, and add another such preloading Action to its OnStart cutscene. Does the scene switch after running?
Bug, and recreated, thanks for the details.
I'll remedy it, but it's only an issue with the status box itself - it's still the case that only one Conversation is active.
The first-person camera will be automatically switched to whenever a game with First Person movement is in gameplay. This shouldn't be the case while in a cutscene, though.
If your sequence is intended to be gameplay, then forcing the movement met…
The item you're showing has no Standard interactions defined, and "Select item if unhandled?" is unchecked in your Settings Manager. Check this option to have the item be selectable.
AC's scene-switching operation still relies on Unity's scene-management API. It may not be the switch itself but the connection between the UI and the Player afterwards.
I can't offer much in the way of advice as VR isn't supported, but are you sp…
There's no collision going on that might interrupt the player's motion?
Are you using Unity UI? When a Unity UI-based menu is turned on for the first time, its associated prefab needs to spawn into the scene. It may be that one of your Menus, e.g…
Different characters can use different engines, but each character will need to stick to just one.
Though I recommend using transitions, if you needed to stick to Sprites Unity, the other option would be to use the Character: Animate Action to chan…
I would need to see your Settings Manager, Inventory menu's properties, InventoryBox element properties, and the Jellyfish item's properties, in that case.
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I'll attempt a recreation.
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FWIW, the "Player: Teleport inactive" Action can be used to change an inactive Player's position in unopen scenes.