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ChrisIceBox

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ChrisIceBox
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  • I've wondered how Revolution handled their 2D motion system before now. As a guess, I'd say each frame carries its own data about how much the character should move/turn when played - similar to Unity's Root Motion system. Though, I'm having troub…
  • (Quote) If you can share your code, I can try to see the issue. But custom code may not be necessary, going by the screenshots. Where is the Player's origin, and where is the Hotspot Detector collider? You need to make sure that your Player's ori…
  • I recommend the use of Unity UI for menu rendering, as it gives you much more customisation options. AC menu elements can't typically be repositioned, so anything dynamic is best left to Unity UI. However, to hide/show elements based on the speaki…
  • Interesting situation - and I like the animation! The deceleration when turning-before-walking is evident in third gif. This is likely a bug - I'll look into this. For the exact 180 turns (2nd gif), I wonder if this is related to the scene's vert…
  • It may be some minor setting in the Settings Manager, in that case. Each game has its own set of Managers - so if you've already been working with a previous set, you may want to try using your old Manages except for the new Settings Manager. That…
  • What object are you looking to make invisible? Typically though, this can be done by attaching AC's Remember Visibility component to the object, and setting its Visibility on start field to Off. For more on Remember components, see the Manual's &q…
  • Oh dear - I'm afraid I made yet another mistake in my sample code. The AssignInventory function, rather than AssignInteger, can be used to get the item ID value from an Inventory Item parameter ID: itemID = AssignInvItemID (parameters, invParamete…
  • (Quote) If you set the Settings Manager's "Hotspot detection method" to "Custom Script", Hotspots can be selected manually be calling: AC.KickStarter.playerInteraction.SetActiveHotspot (myHotspot); I'm not clear on the exact be…
  • The script limits how many items you can transfer from a Container. Containers themselves can be set a maximum capacity in their Inspectors.
  • As a visual issue, could you share screenshots/gifs to help understand the exact situation? When using Sprites Unity Complex, turning speed should be linear. When you say 180 degrees, are you actually comparing the exact degrees necessary to turn,…
  • Yes - this'll cause issues if you have a GameObject variable type. I shall address this in the next update.
  • Is this InventoryBox element the one that you're drag/dropping items into, or is that handled in the separate Container menu? If you're using the default Container menu, select the ContainerItems element and set its Click behaviour to Select Item O…
  • Welcome to the community, @gas. What are your AC and Unity versions? To understand fully the problem, you're saying that you can only move backwards? How about turning? And things work otherwise in all scenes except one? If so, it sounds like t…
  • If this option is checked, then the Player's speed will be tied to the size of the input that AC receives from Unity's Input Manager. Try playing with the Sensitivity, Gravity and Dead values for your Horizontal/Vertical inputs - documentation on t…
  • You don't necessarily need a Collision Cube from the Scene Manager - mouse-clicks should be blocked by any 2D collider (Trigger and non-Trigger) placed on the Default layer. For a 2D game, however, the Z position is important - make sure that it's …
  • What is your AC version, and what are the properties of the Label element you're looking to display the Description in? If you're using the default Objectives menu, the Objective's Description is displayed in the SelectedDescription element. This …
  • (Quote) Apologies - I missed that. The Run function's return value should be the length of time that the ActionList should wait before calling it again. Return zero to have the Action run once and move on. I've updated the script above with the c…
  • I can't recreate such an issue - the fade texture should be applied full-screen, regardless of the camera split. Try assigning AC's "Green" texture to the fade-out - that's partly transparent, so it'll be clear where things are applied. …
  • Mcdoll's approach is correct for the cases that you're adding Actions through gameplay interactions, i.e. the Inventory: Add or remove Action. In the case of menu interactions, such as transferring items from Containers, you need a custom script to…
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