Any such object would need to be duplicated and placed at both ends.
You'd need to ensure that any change made to one Hotspot / interactive object is also made to its copy.
However, you'd want the Player to only ever interact with the original's H…
Menus can contain buttons, that run ActionList assets when clicked on. Such an ActionLists can have the same Actions that a Hotspot's interaction can have.
If you want an icon to be in a fixed position on-screen, then it should be part of a Menu. …
* How the menu is positioned will depend on the Canvas settings, the Menu's properties, and whether or not you're enforcing an aspect ratio in the Settings Manager. Let's see screenshots of all - as well as examples of how it appears in-game - to u…
Can't imagine why that would be.
But as an alternative, you can use the Object: Send message Action. Again, assign the prefab, and set the Message to send as Custom, then enter the name of the function into the text box.
You may need to place the…
Configure the NPC's Sprite Renderer component's Order In Layer value to be lower than that of the Player's.
This is how Unity's rendering system works - AC's FollowSortingMap component just sets these vaues dynamically.
You'll need to attach a Remember Visibility component to save the invisible state, which should be find so long as you don't control their visibility also through animation.
AC relies on Unity's physics system for its draggable object system.
All the fields in Unity's Physics Settings panel, as well at the Rigidbody / Collider's Physics Materials can be adjusted to tweak behaviour.
Recreated - I shall look into it.
In the meantime, you may want to consider using Unity UI to render your cursor:
https://adventure-creator.fandom.com/wiki/Unity_UI-based_cursor
Welcome to the community, @jjs2018.
This kind of behaviour is always going to be tricky, because it inevitably needs some smart magic to disguise the effect. Essentially you'd want to have either side extend just a little bit, and then teleport th…
When two sprites are in the same position, it gets kind of random as to which one Unity will draw first.
You can have a sprite's Order In Layer value be offset by a constant amount by first setting entering in that offset value into the Sprite Rend…
I think sharing some screens or mockups of the actual situation would be the best way of conveying the problem.
AC's "Force aspect ratio" option won't affect the camera's FOV, so unless you're just looking to change the appearance of the …
2D or 3D, and would the character still need to be interactive when hidden?
If not, it's easiest to just re-position him to a Marker out of view with the Object: Teleport Action.
No - I purposefully avoided using parameters in the script to get around that issue.
Have you assigned the prefab into the Action's UI? Be careful not to assign the script itself - you need to refer to the component on the prefab itself.
If it's always 16:9, then a large graphic with a hole in the middle wouldn't change shape - you should just need to make the edges extend far enough to cover all screen aspect ratios. The graphic itself wouldn't need scaling.
(Quote)
Those are the lockYRotAxis and lockFOV variables respectively.
Here's a script with functions to toggle these both on and off:
using UnityEngine;public class ToggleCameraProperties : MonoBehaviour{ private AC.GameCamera gameCamera; v…