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I've been looking into this and yes, I'll see about enabling an option to redefine the facing directions with the Character: Change rendering Action.
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Which way are you frame flipping?
Recreated - though I'm afraid the steps necessary to address it are too complex to post here.
I will see that a fix is included in the next release, however.
Your work certainly won't have been in vain - though we might need a bit more work to get things exactly right.
To try to explain the situation a bit better: a Timeline only makes changes to its various GameObjects if it's actually allowed to play …
To clarify on 4, you mean this works:
[token:2] To Move Forward
but this doesn't?
'[token:2]' To Move Forward
Thanks for the info, but I'm afraid I can't recreate this behaviour.
Could you PM me a unitypackage file of a scene with this, togethe…
Separating lines in a single speech Action with carriage returns is equivalent to separating them with individual Actions - so killing one speech line won't affect the next.
Better to use some simple code for something like this. One way you could…
Oh, so the player's free to point-and-click while on the stairs - as opposed to this being all in a cutscene?
A 2D character's Inspector lets you configure which directions they can face by setting their Facing directions field to Custom.
However,…
I believe this was it:
using UnityEngine;using System.Collections;using AC;public class MoneyIconExample : MonoBehaviour{ public int moneyItemID; public Texture[] amountTextures = new Texture[6]; private void OnEnable () { EventM…
That method relies on a timer - so that keeping the axis held will cause it to have an effect every few frames.
An alternative method, whereby you need to let go of the axis for it to be able to have an effect again:
using UnityEngine;using AC;pub…
Welcome to the community, @Doncha.
The Menu in your screenshot has an Appear type set to During Gameplay. When a Menu is locked, however, it will remain turned off even if it's appear type condition is met.
So, to display this Menu, you'll need t…
I have updated the Advanced Third Person Camera to provide a dedicated Horizontal offset field, which will also incorporate collision.
As for the Cinemachine camera issue, are you talking about a snap-cut, as opposed to a smooth transition?
When u…
I'll look into it, thanks for the report.
In the meantime, you can ensure walking is enforced by using the same Action in the second scene's OnStart cutscene.
I suspect what you're seeing are other Timelines.
Basically, the code change forced Timelines to run their saved frame if not being played. This is because without doing so, changing a stopped Timeline's position will have no effect on the animati…
What's your AC version? Are you using any custom script or override for the ActionSpeech class?
I'm not clear on what's happening, exactly. Are the spaces being inserted into the actual text box in the Action itself, or are the spaces only showin…
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Yes, you can use the same Character: Change rendering Action to enforce the Sprite Direction to either right or left.
Alternatively, you could animate the character's movement with Timeline, and use AC's Character Animation 2D track to enfo…
Tricky one!
You'll need to record which ActionList is allowed to display background speech, which - from the sounds of it - just needs to be the last to be triggered.
However, presumably not every background list has speech - so you'll also need t…
Target Z should be the way to go, if you're talking World Space.
I'm not clear if this is due to speed or position, though. Does the camera reach the correct position eventually once the Player stops moving, or is the camera's resting position wro…