Welcome to the community, @Castaneis.
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The default Pause menu's Appear type field is set to On Input Key. You can prevent a Menu from turning on under normal circumstances by locking it. This is done with the Menu: Change state Action, set…
You'd need a bit of scripting, but fairly simple.
First you need to access the character's current lip-sync frame, which you can do with GetLipSyncFrame.
Then you can use this to determine how to control your blendshape. You could even do this wi…
You mention "converting" a scene with the AC game wizard. Be sure to only use the actual "New Game Wizard" feature once per-project.
Using the New Game Wizard creates a set of Managers that your game will use. These should be …
It's possible to manipulate both variables and inventory items through script. For example, you could sync the amount of inventory item "2" with the value of Global Integer "5" with:
InvItem item = KickStarter.runtimeInventory.…
Can you be more specific than just "clunky"? What exact behaviour are you getting? Whenever the Player is under UFPS control, you should find that the AC's Player component's Motion control field is set to Manual.
The UFPS v2 integratio…
The default interface's Save button's visibility is hard-coded to be dependent on whether or not it's currently possible to save the game. If it's hidden, it's likely because a gameplay-blocking ActionList is running at the time the Pause menu is r…
How exactly do you want to use these images? Overlaid full screen over everything else?
Probably easiest to make it an animated sprite sequence, and parent it to the MainCamera so that it's always facing the camera in the centre of the screen.
Yo…
Welcome to the community, @schmidalov.
AC relies on Unity's own rendering systems for anything visual.
What's the issue, exactly? I don't know what the requirements are for getting a sprite to be lit by 2D lights, but I shouldn't think AC would b…
For that kind of thing, Timeline is better suited to 3D than 2D games.
When using Timeline in 2D, root motion isn't an option - so both position/rotation have to be animated as well as the animation. You can't "instruct" a character to m…
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No, hence the warning. You can continue to use your original Subtitles menu for display, it'll just be rendered using the AC source settings.
Temporarily switch your Subtitle Menu's Source back to AC, tweak it's display while previewing in…
I'm not sure how that would work in practice, exactly.
You can duplicate the CursorHorizontal / Vertical inputs, and map these to the mouse X/Y axes so that the mouse also affects the cursor in "Keyboard Or Controller" input.
Alternative…
Welcome to the communitym @Dmolisha.
I'm assuming that the alignment is correct if you simply teleport the Player with the Object: Teleport Action, so the issue is more to do with getting a smooth transition.
How are you moving the Player to the M…
I can't recreate this issue - it sounds like the situation is very specific.
If you can create a test package that clears demos the issue, I can take a look at it - but otherwise I'm not sure what else I can suggest.
No, there is no native support for SLATE, and the package you're referring to has been provided by the SLATE devs. This'll be one for their forums.
A GameCamera should not be added to AC's MainCamera. If you want to continue to rely on the MainCa…
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Did this only start occuring after the fix was implemented?
I'll attempt a recreation. Where is the Player and Marker in relation to the Trigger? Are both outside of it at the time the scene-switch occurs?
Welcome to the community, @PhoxStyle.
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When multiple scenes are open, they're treated as one big scene by AC - so you will have to do some trickery to prevent Scene 1 from being interactive.
An alternative method might by to either disable …