You're attempting to turn to a pre-defined vector, stored as the variable "playerAngle_180" in your script. This is in world-space co-ordinates, not relative to the direction your player is actually facing at the time you want to turn.
F…
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See the Manual's "Touch screen input" chapter - when combined with First Person movement, you'll get an additional First-person movement field in the Settings Manager. If you're using the script covered in the tutorial, this shoul…
Making multiple entries in Unity's Input Manager is the way to go - though the "f" and "space" buttons can be grouped into one via the "Alternative Positive Button" field.
This isn't strictly AC related, so long as you…
A 3D scene is made up of 3D geometry and colliders, with the characters being able to move freely in all 3 axes.
Unity's 2D physics components (i.e., Rigidbody 2D and Circle Collider 2D) will only respond to 2D colliders, and only work in 2 axes.
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Thanks for the details. The "Simulate Input" feature only works for one axis at a time, but you can also integrate the free Simple Touch Controller asset into AC.
See this tutorial. This method does allow for simultaneous input.
AC or Unity UI-based menu?
This should already be the case, so long as Items can be re-ordered in Menu? is unchecked in the Settings Manager's "Inventory settings" panel.
Otherwise, you can hook into the OnInventoryRemove custom event to…
You've already set 16:10 as the only supported aspect ratio in Unity's Player settings, so you should be good.
On the AC side, you can check Force aspect ratio? in the Settings Manger and enter in 1.6 (16:10 as a decimal). This will cause borders …
I'm afraid I can't reproduce the issue. Is the animation state it's transitioning to after playback mapped to an animation, or is it empty?
It may be necessary to see the files for myself if you're willing, but I should only need the single scene …
I shall see about adding more details to this message, to aid with such a situation.
If it's not locked or in a Conversation, then it's likely coming from an ActionList. If you open up the ActionListManager script inside /AdventureCreator/Scripts/…
AC's Visibility scripts won't affect a Canvas's display, but they shouldn't be necessary - the Activation Track alone should be enough here.
So long as AC isn't controlling the Canvas via the Menu Manager, it shouldn't intefere. The Activation Tra…
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The Conversation must be present in the scene at runtime, but you should be able to mark it as DontDestroyOnLoad and place it just in the first scene of your game (or whichever you test from), as an alternative to placing it in each scene.
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Unless you have very specific requirements for the way your scene is set up, it shouldn't be necessary to create multiple sorting maps - certainly not one for each object.
A single Sorting Map can be used to modify a character sprite's "order …