The BackgroundCamera indeed needs to go first in the stack - but the use of Start is also necessary to override the GameCamera25D's built-in behaviour of disabling itself.
Here's an alternative that should cover all bases - it'll add the Background…
Are you paraphrasing? What's the exact message it's giving you?
AC will only rely on Asset Bundles for speech audio - but that's only if you tell it to. If you're not doing so, it shouldn't cause interference on the AC side of things. Still, bac…
Writing to PlayerPrefs is the default method of storing Options data. This can be overridden, however, by assigning an alternative iOptionsFileHandler class.
See the Manual's "Custom save formats and handling" chapter. You can either cr…
Welcome to the community, @CraigHubbard.
You're referring to the colliders you've added for the walls, I take it?
Colliders alone shouldn't cause objects to start turning - that's more down to the use of a Rigidbody, though AC should be able to wo…
Welcome to the community, @NotAPirate.
Technically speaking - the character is in the right place. The character's "true" position is determined by their root position - which is where the yellow circle and speaker icon are showing.
The…
The "GameCamera 2.5D" camera should only render the characters - not the background as well, which the MainCamera will display due to the overlay.
Normally, AC GameCameras are only intended to be used as a reference for the MainCamera, wh…
What version were you previously using? Does the Console report anything related?
There shouldn't be an issue with the Action. Are you relying on an ActionList asset, or a scene-based one, and does it involve parameters / Constant ID numbers, or …
The ActionList will continue to run while the Document is open. So if its When running field is set to Block Gameplay, then gameplay will be blocked while it waits for the Document to close.
Set this to Run In Background to allow user interaction …
If you're using Sprites Unity, then the walk speed is separate to your animation, because your Animator is told to play walk/idle animations directly.
If you switch to Sprites Unity Complex, though, then you can rely on a "Move speed" Flo…
I'm not clear on exactly what you're looking to do, but it sounds quite specific to your needs.
You shouldn't need to rely on AC for something like this, though.
If you have a custom script that performs what it you're looking to do, you can have …
It can work with prefab instances, yes. If an Action field references a prefab, at runtime it will rely on the prefab's scene instance - provided both the prefab and the instance share the same Constant ID value.
This is typically just a case of c…
This is for a 3D game?
If you're using Mecanim for the character's animation engine, the Player's Inspector has a Slow movement near walls? option that should do something very similar already.
As the character approaches a collider on a given lay…
(Quote)
If it's a 1D Blend Tree, that's correct.
Being able to control different expressions individually would involve making a Direct Blend Tree, but that's more intended for animating different expression parts (e.g. mouth, brows) separately.
I…
(Quote)
The built-in way is to rely on a Trigger - see the list of Logic prefabs in the Scene Manager. A tutorial can be found here.
As you've found, though, both ActionLists and ActionList assets can be run through scripting. This is best done b…
There's a difference between the Hotspot being disabled, vs its individual Interactions being disabled.
What you're seeing is the "fallback" behaviour in the event that a Hotspot is active, yet has no valid interaction.
If you want to pr…
Welcome to the community, @Ciclope3160.
It's not necessary to do this through code, or change the API: the Character: Change rendering Action can be use to change a sprite-based character's Sorting Map.
What is your AC version, and what is the scene's Pathfinding method set to?
Are the PlayerStart, and the Marker to walk to, both on the NavMesh? The Character: Move to point Action has an optional Pathfind? checkbox, which you can uncheck if it's …
You didn't specify the circumstances under when you'd want to make such a change. If it's a global option, then no - an Action wouldn't be best.
What you can instead to is change the Icon ID mapped to a particular interaction, based on a Global Va…
If your character has Turn root object in 3d?, then they will rotate around the Y-axis as they turn. The sprite-child won't be affected, as it'll always face the camera, but child objects - such as MarkerChild - will be.
So, you probably need to u…