If it's more a case of adding 3D effects to an otherwise 2D game, then it should just be a case of switching to a 3D camera.
When using a GameCamera 2D, the camera will scroll with "Ken Burns" effect (i.e. no perspective change), even if …
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Insert the following into MainCamera.cs:
public bool IsInTransition (){ return (transitionTimer > 0f);}
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Your posts were being flagged up by the spam checker for some reason. I've now verified your account, so that should not…
It would be a challenge, but not unsurmountable. The workflow is different - in 2.5D and 3D, characters move in 3D space.
However, your ActionLists and game logic will transfer relatively easily - provided you update your Markers, Hotspots etc and…
FWIW, Character: Animate should be appropriate here - not just Object: Animate.
This is more of a Unity usage issue, but layers can be used not just to override properties of base layer animations, but also to control properties that the base layer…
Precede the Sound Play music Action with an ActionList: Comment Action, enter in some text and check Display in Console?. Does it appear in the Console window when loading the Autosave?
I'll attempt a recreation. Can you share screens of your Sav…
What audio exactly is playing? From a Unity Audio track, or from AC via a Speech track?
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You mean the Play while game paused? option? What was the result of this?
If that still results in it playing when paused, it may be a Unity issue - …
Edit: Recreated.
At least on my end, the issue is that playing the last frame (due to a normalized time value of 1) will cause the animation to play the first frame if set to loop.
Viewing the animation asset's Inspector and unchecking Loop Time s…
Strange indeed. One other thing it could be is that - during a transition - the "next" camera will be considered the "active" one when requested. It could be that the same click is registering on both scripts together.
You sho…
It should be listed in your character's list of mecanim parameters under Direction integer.
It may be a bug - this field will only show if Facing directions is not set to None, though it looks like it'll still have an effect in-game regardless.
I'…
The Prefix with index numbers? option simply adds the number values to the front of the text. Indentation isn't something that the text value itself can do - you'd have to implement this on the UI end of things.
With a Unity UI-based menu, you'll …
Facing only one direction?
You can use the Character: Animate Action to change a character's standard animations, but the exact method depends on their Animation engine.
With "Sprites Unity", this is done by changing the "Idle name&…
If you enable the AC Status window via the bottom of the Settings Manager, it will tell you what the active GameCamera is at runtime. This should match the .attachedCamera field you're debugging.
The custom script should only have any effect on th…
Welcome to the community, @thatguynm.
I'm not the author of the Ink integration, but the errors you're reporting are because of an incompatibility with the latest AC release.
Improvements made to AC in v1.71 meant that the API got changed a bit. …
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You need only clamp the calculated float in LateUpdate. Here's one that does that, and also removes the need to define edge markers (provided the foreground element is already in the most extreme position):
using UnityEngine;public class E…
Are you having trouble flipping between the two tabs, or just with syncing images with diary pages in the second tab?
Journals and Documents in AC are text-only, but you can associate images with pages by using this script on the AC wiki:
https://…
Glad to hear it, but strange that you should have gotten a difference between build vs editor behaviour with this.
It was an issue with Unity's Character Controller, then?