The pivot point and bouncing are separate issues, but the pivot should be at the bottom regardless.
"jitter" how exactly? There's no need for a Collider and Character Controller together.
Welcome to the community, @Ravel.
Apologies for the forum troubles - I am aware of them and I am looking into things.
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The Tags tab, and the Static checkbox, are both elements of the Unity Editor - they aren't a part of AC. You can learn m…
Welcome to the community, @Riderdye.
Yes, a platform-native keyboard should appear upon tapping an Input menu's element when running a build on iOS or Android.
What are your AC and Unity versions, and can you share a screenshot of the Input elemen…
That option is for AC menus. For Unity UI, just drop the canvas prefab into the scene to view/edit it outside of runtime.
The template's canvas prefabs can be found in the UI subfolder. For more on working with Unity UI menus, see the Manual's &q…
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I'm not clear what you mean here.
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The template's Settings Manager enforces this - but you can undo it by unchecking Force aspect ratio? underneath its "Camera settings" panel.
Thanks for the reports, @Rekize and @ZcheK, though I'll need more information. Please share details of your movement methods, steps to recreate, and error messages in full in new threads in Technical Q&A.
For the scene-check previous issue, op…
A character's origin should be where their feet are. If your sprite-based character's origin is in the centre of their graphic, you should amend their sprite's Pivot Point to the Bottom.
See the 2D Demo's Player prefab, Brain2D, for an example.
A…
Why 4? You only mentioned 2 entrances.
You can always do the same thing through script, if you want. You could define what Hotspots to turn on in an Inspector, or with a custom tag.
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None that I can think - what steps must be taken to rec…
Looks like a bug. Is it a common occurence, or just in a specific scene?
Try opening up the ConstantIDManager.cs script, and replace line 277:
if (constantID.gameObject.scene != scene)
with:
if (constantID == null || constantID.gameObject == nu…
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It's the Highlight empty slots? property int he InventoryBox element itself. It's only available for AC menus, however.
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I'm still considering how to expose this as an option, but here's a modified version of the script above to wor…
The OnFinishSaving event takes a SaveFile instance as a parameter, i.e.:
void OnFinishSaving (SaveFile saveFile)
See the Manual's "Save scripting" chapter for a list of all save-related events and their parameters.
Here, try this with v1.71:
using UnityEngine;using AC;public class CycleCursorsScrollwheel : MonoBehaviour{ public string axisName = "Mouse ScrollWheel"; public float axisThreshold = 0.4f; private bool isLocked; private void S…
Thanks for waiting, @AntonieG. A new GK-style dialogue template is now available on the Downloads page, though you'll need to first update vo AC v1.71.
ActionList Editor
* Added: Ability to auto-arrange only the selected Actions in the ActionList Editor window
* Added: "Stop" button to the to ActionList Editor toolbar when the ActionList it is for is running
* Changed: Desaturated Action…
Characters
* Added: Ability to search for Action references to Players assigned in the Settings Manager
* Added: Ability for the "Character: Hold object" Action to position the hands of Mecanim-based characters using IK
* Added: Ability t…
And the full changelog..
Upgrade notes
* Numerous functions and variables have been replaced, changed or removed - see the API section below for details
* When player-switching is enabled, Player characters no longer have "Associated NPCs&quo…