The position of the sprite in image 2 looks fine - I think what you're seeing is just the placement of Unity's position gizmo.
See the top-left of the Unity window - click the button that says "Centre" and it'll toggle to "Pivot"…
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From a Button menu element?
Through script, any Manager field can be changed at runtime. Just click the field's label in the Menu Manager to get an API reference to it.
Think of a Journal like a diary that the Player character writes as they progress - it can have a set of default pages, but can be added to over the course over the game.
A Document, on the other hand, display a fixed set of text - but the Player c…
You can hook into the OnSwitchCamera custom event to transfer the DoF values to the MainCamera whenever switches to a new GameCamera.
I don't recall exactly which property you need to transfer for the HDRP DoF, but the process would be similar to t…
Welcome to the community, @AquarianDoll.
The main factor that will affect movement behaviour is how large your objects are, relative to Unity's unit of measurement - i.e. 1 Unity unit = 1 metre.
The 2D Demo assets are configured to be (roughly) si…
This is related to either the pivot point of your character sprite, and/or the local position of the character's sprite child. It's the same issue your reported here.
A text-tutorial on creating 2D characters can be found here.
Images can't be hosted on the forum - posting links to imgur is the best way to share content.
Your character's position is noted by where the yellow circle gizmo is in the Scene window.
In your second screenshot, it's showing around his neck, but…
Can't see anything wrong with the components, although many of the Collider Inspectors are collapsed.
How do they relate to one another, and how are they arranged in the scene? Is your "CarPlayer" a child of "MyPlayer", and is …
What's your AC version?
This may be a bug with Unity UI-based Menus. Does reverting your InGame menu's Source to Adventure Creator cause it to behave correctly?
Welcome to the community, @Alumen.
Having an animation dynamically react to sound is pretty challenging - the closest example that AC has to this topic is the AutoLipSync component, which reads the volume of its attached AudioSource and rotates a b…
For this reason, it's best generally practice to be consistent with your sources, i.e. all AC or all Unity UI.
I recommend using the AC option for rapid-prototyping, and then Unity UI for final design.
The stacking order of Menus in the Menu Manag…
A menu element can be hidden/shown with the Menu: Change state Action.
To initialise element(s) based on variable values, assign an ActionList asset in the Menu's ActionList when turn on property, and use a series of Variable: Check and Menu: Chang…
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At the moment, it'd involve editing the MenuInventoryBox script's GetCount function, but I'll give some thought about how this might be made optional.
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Noted, thanks.
Welcome to the community, @brad12d3.
The "How to" video tutorials are all valid for the latest release - any minor differences made to AC since recording are posted as pinned comments on the Youtube page.
The 2D tutorial video is intende…
Have you now cleared the variable's "Link to" property, and is its "Initial value" still set to "False"?
If so, then it's being set to True either by a "Variable: Set" Action, or by the Update function in you…
So not necessarily all asset files - just those in Resources folders?
The first thing you can do is uncheck Spawn PersistentEngine prefab from Resources? in the Settings Manager, which causes the PersistentEngine to be generated from scratch at run…