No, I don't. Did you follow the package's instructions regarding the recommended settings / input values? By fresh project I meant totally fresh - though it's unlikely Standard Assets is interfering, it's important to try to isolate it totally whi…
If you're having trouble with animation in general, you're probably best off posting on the Unity forums. But if you'd like to share screens of what you've tried so far (regarding this particular issue), I can try to see what the problem might be.
While changes made to scenes will revert upon exiting play mode, the same is not true for Manager fields. Managers are asset files, and exist as part of your project.
The game's movement method is a property of the Settings Manager, so changes mad…
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That'll show if there's no active camera. If the only enabled cameras in your scene are rendering directly to Render Textures, that may be why. It's a Unity message, though - not from AC.
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If you want them to appear in "item s…
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In terms of pixels, or physical size in the scene? The 2D Demo's Brain2D tries to be a good comparable size to go for - try dropping him in the scene next to yours.
If you want to change your sprite sizes, you can adjust their "Pixels…
If you want the user to click on it, then you'll need to unlock the cursor so that they can.
You can have the Menu Button be triggered by an input key, though, by entering in an "Alternative input button" in its list of properties.
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Louder or quieter, and at what point - during the crossfade? Are you relying on Audio Mixer Groups?
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Are you skipping the speech with "SkipSpeech", or the ActionList they're a part of with "EndCutscene"? If the …
Find line 578 in Sound.cs:
foreach (Sound otherSound in KickStarter.stateHandler.Sounds)
Replace it with:
System.Collections.Generic.List<Sound> list = new System.Collections.Generic.List<Sound>(KickStarter.stateHandler.Sounds);foreac…
@cemleme:
1) I can't reproduce such an issue. Is this 2D or 3D, a local player, or player-switching? Please share details in a new thread.
2) Try using the following inside your custom script to instead avoid calling IsInCutscene if the game is …
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See the Manual's "Interaction scripting" chapter. You can enforce cutscene mode with:
AC.KickStarter.stateHandler.EnforceCutsceneMode = true;
It's also possible to use the Engine: Manage systems Action to temporarily disable the…
Welcome to the community, @calebvetter.
I've run your script - with Settings Manager to match - in the 2D Demo, and I can't find an issue with NPCs. A Hotspot should work the same regardless of it being part of an NPC, though.
Temporarily switch …
Make sure both the Label element and Menu are either large enough to display it, or set to "Automatic" size.
It may be that you need to rely on Unity UI's Content Size Fitter component, however.
Open up Player.cs, and find the following around line 473:
if (!IsActivePlayer ()){ SetHeadTurnTarget (_headTurnTarget, _headTurnTargetOffset, isInstant, _headFacing); return;}
Change it to:
if (!IsActivePlayer ()){ base.SetHeadTurnTarge…