What info does the "AC Status" window reveal?
Check the Z position of your cameras. In a 2D game, it's common for new objects to have a default Z position of zero, which means everything is in the same plane.
This'll be what you want fo…
Scene referencing is the main one, yes.
By default, scenes are referenced by their build index number. You can optionally, however, reference them by filename via the Settings Manager's Reference scenes by property. If set to Name, their order ca…
Yes - expressions can be modified by accessing the Char script's expressions List:
public AC.Char myCharacter;public Texture2D newTexture;public void UpdateExpressionTexture (int index){ myCharacter.expressions[index].portraitIcon.ReplaceTexture…
The file handler may be a red-herring, in that case. The easiest way to determine this would be to modify AC's SaveSystem script to enforce saving to PlayerPrefs directly, without the need for a separate script.
At the top of SaveSystem.cs, replac…
Welcome to the community, @zltm.
At what point do things not work? Does the camera cut to the first one, but not the second, or does nothing happen at all?
GameCamera2D Drag is a special 2D camera type that allows the player to click-and-drag to …
The "ActionList when turn on" asset is actually run just before the UI is enabled. Try this modified version of the MenuEventExample script that's attached in your screenshot:
using UnityEngine;using AC;public class MenuEventExample : Mo…
Welcome to the community, @BlitzKreig95.
AC's source code is provided as part of the asset - you're free to modify it to suit your project's needs.
Do be aware, though, that the Engine: Manage systems Action can be used to selectively disable indi…
Temporarily set your Menu Manager asset back to Default_MenuManager, to bring back the default interface without any templates. Does the issue persist?
If so, PM me the project as a .zip file and I'll take a look.
Try preceding the script with an enforcement of its execution order:
[DefaultExecutionOrder (-100)]
If that fails, try also placing the script in your first scene.
Even if AC uses the default SaveFileHandler, though, it doesn't directly attempt t…
Thanks for the details. What of the object the script is attached to - can you share its Inspector?
You mentioned that this no longer works - are you aware of which point it stopped working?
As the OnMouseEnter etc functions are all built-into Un…
You can't reposition the root RectTransform of a Canvas - only its children.
To move the whole menu, you need to instead animate the position of its immediate child - SaveMenuCanvas in your case.
If you only want to have the save slots slide in, t…
What you're getting is the issue I described earlier with parenting to the Player.
The script wasn't intended to work straight away - but to demonstrate that you first need to separate its rotation from that of the Player.
What you need to do is e…
What is the compilation error, exactly?
In the past, Unity's VideoPlayer component was not supported by the Switch - at least, as I understood it.
It looks like this is no longer the case, however. See this recent thread regarding how to lift the…
You can attach a script that controls the child object's rotation in LateUpdate.
To keep it at an angle you can set in the Inspector, for example:
using UnityEngine;public class ForceAngle : MonoBehaviour{ public float angle = 0f; private vo…