I'm afraid I have to refer you to my earlier post. It's not something I can recreate - but if you can PM me a test package that demonstrates the issue, I'll certainly investigate.
The default setting is "Unity 2D" - did you set it to "Screen Space" intentionally?
In "Screen Space", the game is technically in 3D - since the characters move with depth. For this reason, Hotspots must also be in 3D…
I'll attempt a recreation on the visibility issue.
Regarding the position - "Appear At Cursor Then Freeze" means that it will first appear at the cursor / tap position, and then remain frozen.
You can set it to "On Hotspot" to …
To stop all scene data from being loaded into the scene (whether through natural gameplay, or loading a save file), just add a return statement to the top of the LevelStorage script's ReturnCurrentLevelData method.
Not on my end, I'm afraid.
As the last issue was because of the way you'd set things up, best to start over with a basic Text canvas. Try the following:
* Create a new Canvas in your scene (not a prefab, nor linked to the Menu Manager), and attac…
Please stick to one thread - it's causing unnecessary confusion to separate the same issue into two.
The "sentence hold" while running inventory interactions is handled in the ScummVerbLine script. It sounds like this is just the same is…
Strange indeed. The error is consistent with a "VideoClip" class being somewhere in your project, wherever it may be.
Might it be from a package installed via Unity's Package manager?
If you feel it appropriate, you're welcome to zip up…
Glad to hear it.
I can't be sure why that would be the case without seeing things for myself, but certainly the character shouldn't need a Rigidbody2D if they aren't going to be moving around.
In fact, 2D characters in general don't require Rigidb…
Can't tell why this would be happening, then. You're not running any other ActionLists / scripts at the time of the scene-change, other than the one to handle the change itself?
Best for me to see this for myself. If you can create a .unitypackag…
Yeah, you need to add directional suffixes to your animations in the Animator window.
Currently, you have two: SteveIdle and SteveWalk. But these have no associated direction. Just rename these to SteveIdle_L and SteveWalk_L, as shown in the &quo…
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More likely that it's enabled (for a frame) before AC has initilised. Try this:
using UnityEngine;using AC;public class IndirectlySelectItems : MonoBehaviour{ private int selectedIndex = -1; private MenuInventoryBox inventoryBox; …
* What is your AC version? It shouldn't show in the latest release. However, it's harmless - you can safely ignore it.
* This'd be best done through a custom event, but there isn't currently one for this situation. I'll look into this for the nex…
I have no problems with dragging the character around in the 2D Demo, but I notice in your Settings Manager that you've got your "Moving and turning" field set to "Screen Space".
Was this intentially set? This mode causes chara…
You have the Menu set to "Appear At Cursor Then Freeze", so it's not going to reposition itself unless you manually do so.
Is this an issue in the Editor, or only in builds?
Their Animation engine field is set to Sprites Unity, right? Then yes, animation playback should be automatic - simply having animations with the correct naming convention present in your Animator Controller's base layer should be enough.
Feel fre…
What of the interaction itself? I'm not sure what you mean by cancelling it - as in, tapping elsewhere while the Player is moving towards the Hotspot, with Cutscene while moving? unchecked, and before the Interaction ActionList itself has run?
"Character progress", as in where the Player is, or which scene they're in? That's already recorded in save games - or are you referring to NPCs?
Are you referring to the all save data (i.e. save files), or just when switching scenes thr…
If you can create a .unitypackage file of the prefab, their graphics and animation files, as well as your game's Managers - PM it to me and I'll take a look.