Welcome to the community, @JadeVine. Apologies for the trouble so early on with your time with AC.
Fortunately, though, the errors all look to be pointing to the same thing - that the NodeSkin asset file is incorrect.
Were you using a previous ve…
There's not much to go on here - can you share images of what layer is the object on, the Menu's properties in the Menu Manger, as well as how it's position relates to the Hotspot in-game? A screen of the Game window, with Gizmos enabled, would be …
Have you been using a controller the whole time? It may be a hardware issue, as I'm still not having any luck recreating the problem using the same values as your screenshots.
If you disconnect the controller and switch your CursorHorizontal / Cur…
The key change with the new system is that starting data is now set for all players listed in the Settings Manager. If other players are spawning it's likely that they're using the default position at scene 0. If you do attempt switching to the ne…
The X and Y position values are relative to whatever object the menu is positioned against. Set the Position value to On Hotspot - at the moment, it's set to Follow Cursor, which means it'll be positioned relative to the mouse position (or the cent…
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As in, it's also with the Advanced TPS camera?
I'll still need to know if resolution is a factor - can you try a new build with a resolution similar to that used by the Game window in the Editor? Likely, it isn't resolution related, but it…
The animations should update the sprite child, yes, but the Animator itself can be on the root - since an Animator can control any object that's a child of the object it's attached to.
Yes, you'll get better performance too without a RB component.
Likely you can also remove the Box Collider too. In general, you should add a small Circle Collider 2D by their feet (set to Is Trigger) to aid with character evasion - and leave any B…
The ActionList: Kill Action will only stop an ActionList - and the Actions within it - from running. Once the sound has started playing, the Sound: Play Action has been completed so is no longer running.
You can use another Sound: Play Action, how…
Welcome to the community, @juanelo_dev.
"ActionList assets" are an asset-based alternative to scene-based ActionLists such as Cutscenes and Interactions. They can be created by right-clicking in the Project window and choosing "Crea…
Is the Player spawned in at runtime? You'll need to remap the bindings to the object within the Engine: Control Timeline Action if so.
Animating the Player within Timline is doable - but in general it's better to animate the root, rather than the …
The exact same?
The player-assign system has changed a lot with v1.71, to allow for more robust handling of multiple player characters (player-switching, not multiplayer). It may be that your script needs further changes to accommodate, but the er…
Glad to hear it.
As an aside, the ActionList: Check running Action can be used to check if the ActionList it's a part of is being skipped. This can be used to prevent certain Actions from being skipped as part of the "cutscene skipping" …
Welcome to the community, @Necka.
What are your AC and Unity versions?
Though it shouldn't be, could it be that the speed difference is related to the difference in resolution between builds and Editor testing? Try running the Build in a differen…
The character's position looks fine - just the sprite layered underneath it.
The sprite ordering isn't related to NavMesh - you instead need to define a Sorting Map in the scene to determine what character sprite "Order In Layer" values s…
You're welcome to continue with custom Actions, naturally - they're their to help.
The original issue wasn't with using a custom Action in and of itself - just that the implementation needed a bit of tweaking.
My gut feeling is that we'd be getting into territory where things become too complex and disconnected there - with ranges being bound to popup labels that don't necessarily match, and more fields when they'd be rarely used.
I'll give it some thoug…