Welcome to the community, @DaveB.
You should be able to do this by hooking into the OnInventorySelect custom event.
First, you'll need to create an ActionList asset that selects the item, using the Inventory: Select Action, and set the asset's Whe…
Welcome to the community, @AC_Student.
What version of AC are you using, and what browser are you loading the build from?
The issue looks like it could be that Unity's Screen.safeArea function is returning empty values.
As this may indeed be simi…
Unassign the Controller asset from the root object's Animator - I'm assuming that all the animations affect the Sprite Renderer on the same object, not the child.
Try muting or removing the third track in your Timeline. As the Rosa_Idle_R animatio…
The "Examine" Hotspot panel is unique for "Context Sensitive" mode, as its part of the specific behaviour of that interaction method.
When using "Choose Hotspot Then Interaction" mode, each icon available in your Inter…
Yes, aside from Cinemachine it can be done with an AC GameCamera and animation.
An AC GameCamera will control that GameObject's Transform values, but the Camera component itself can be on a child object. So, if you move your GameCamera's Camera to…
With that combination, PlayerPrefs will only store the ID of the last save, and the save labels. The SaveFile count should come from the number of save files found - so it should return 0 if the files themselves were deleted.
Both the save files a…
You would need to modify Resource.cs to suit your needs, but such assets are referenced using AssetDatabase.LoadAssetAtPath - I'm not sure what the Package folder equivalent would be.
Have you seen the note about moving to a Plugins folder in the M…
What's your AC version, @RPGamer101?
Hard to say without knowing more. If the PlayerStarts are correctly set up, it could be that the Physics system is moving him if he's colliding with Colliders. Best to share some screenshots that show the issu…
Sorry, I had to move this to "Adventure talk" as it isn't about AC specifically.
An online pixel-art tool, with sprite-sheet support, can be found here:
https://www.piskelapp.com/
The Engine: End game Action has a "Restart Game" method - this will clear all saved scene data, including Remember script data, as well as inventory / variable states.
So you now have two Animators - one on the root, another on the sprite child?
That should work - AC should pick up on the sprite child's animator as the one to control for the standard animations. Does the character continue to animate when not in…
What platform are you working with, and with which Unity version?
Save locations and format will vary with platform, but on Windows and Mac, saves are stored within Unity's Application.persistentDataPath folder. The Console will print the exact lo…
The issue isn't due to update times - it's due to accuracy.
See the Manual's "Precision movement" chapter for full details on this, but the two things you'll want to try are:
* Raise the Destination accuracy slider in the Settings Manage…
As in, a Path object as listed in the Scene Manager?
Only characters can move along Paths. You could make your object a character and give them a custom animation as they move along it, but I'd still recommend using Unity's built-in animation tool…
Label text is all handled within MenuLabel.cs.
See my post above: you can have a label element rely on a Global String variable for its value. This can be done either by setting the Label type to Global Variable, and defining the exact variable to…
You can set an ActionList parameters by:
1) Using the ActionList: Run Action to set them in bulk. Note that this Action can be used to set parameter values without actually running the ActionList itself
2) Using the ActionList: Set parameter Actio…