A Player will need to be present if he's used in the rest of your project, but he can be hidden or just an empty GameObject.
Add an empty to the scene, tag it as Player, and attach AC's Player component. He'll override the "default" on y…
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Yes. This Action relies on Unity's event system, which doesn't allow for the referencing of scene objects from assets. The Object: Send message Action, however, does.
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Opinion varies on the matter, but I personally stay away from d…
AC links to Unity UI via Constant ID numbers. Both your TMP and RTLTMP objects have Constant ID values - seen by the "save" icon in their Hierarchy.
In the Menu Manager, what is the Label element's "Linked Constant ID" value? …
I understand, but I was actually going to suggest having a separate sprite renderer for the body part before I read your last paragraph. If it's only for a few animations, it's not too bad a solution.
The Sorting Map will take control of the Order…
I'm not clear on what aspect of your game is in 2D - the video posted above is fully 3D.
Don't use a GameCamera2D if your environment is in 3D. If it uses Perspective projection, then by design it'll lock the perspective to give a "Ken Burns&…
What's the exact problem that you actually have? Screenshots and detail are necessary to give anything more than general advice.
When faced with a Unity UI Menu-related issue, it's recommended to first temporarily switch the Source back to Adventu…
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Yes, they're intended to behave differently, as they suit different purposes. The PickUp is intended for an object that can move freely around a scene, whereas the Drag object set to "Move Along Plane" is constrained to 2D movemen…
Try just:
m_ItemType = (ItemType) EditorGUILayout.EnumPopup (m_ItemType);
Failing that, post the full script itself, along with the exact error message (in full) you're getting.
The parameter used by Sprites Unity Complex is relative to the camera, which is necessary in a 2D game. When using Mecanim, this isn't typically the case - as the camera is more often free-moving.
However, calculating this angle value is pretty si…
OnVarChange cutscenes will only trigger when a variable is changed in the scene - not after switching from another in which the variable was changed. They should be phased out in all honesty - as their function is best suited to custom events.
In …