The linked thread is very old - it's recommended to now use the "Sprites Unity Complex" animation engine for any 2D character who has special animations needs.
The main issue here, however, is motion related - not animation. You're looki…
In Player.cs, look for the following line in it's LoadPlayerData method:
portraitIcon.texture = AssetLoader.RetrieveAsset (portraitIcon.texture, playerData.playerPortraitGraphic);
Paste the following underneath it:
portraitIcon.ClearSprites ();po…
I cannot reproduce any such issue - can you offer any more details? Please also be sure to always provide both AC and Unity version numbers when posting.
Is Retain in prefab? checked in the Remember Variables component?
I've added a script to the wiki:
https://adventure-creator.fandom.com/wiki/Changing_character_speed_with_slope_angle
If it tests well, I'll consider official incorporation.
Still, I'll need an inventory item's name to attempt a recreation of the problem.
Test the latest AC version - IIRC this was addressed a few updates ago, and I can't reproduce any such issue in 2019.1.
This is due to a conflict of the camera's projection being set to Orthographic, which assumes that the camera is positioned in the screen's centre.
Set the camera's x position to zero, and it should follow the character correctly.
The Player's position before snapping to the PlayerStart would just be their position from the previous scene.
It's not clear what's actually going on here. Try inserting a brief wait in between the Scene: Switch and the custom Action.
Welcome to the community, @IndraAnagram.
To be clear: AC is intended for traditional adventure games - not platformers nor fighting games. To create such a hybrid game would involve a lot of custom integration work and scripting to get it working …
A custom Action can be written to do just that.
To determine a game's current aspect ratio, you can divide the screen's width by its height:
float aspectRatio = Screen.width / Screen.height;
Recreated - this is not to do with loading, but to do with Unity UI. You should find that switching your subtitles menu's Source back to Adventure Creator displays the correct portrait.
I will introduce a fix in the next update.
AC has its own navigation system - the use of the NavMesh Agent is optional, though also requires the NavMesh Agent Integration component.
I've found that there is a positioning issue when switching players if the old Player's replacement NPC has a…
Thanks for the testing.
If AC is imported into your project, but the "Adventure Creator" toolbar menu isn't showing, then there's a compilation error. In Edit mode, clear the Console and see what Error messages remain.
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No, but I shall consider if it's possible to extend this through script.
You can modify the original Hotspot prefab if you wish - inside /AdventureCreator/Prefabs/Logic - to add any component you want part of all your game's Hotspots.
(Quo…
Could you share some mock-up screenshots to illustrate the curve values?
Nice idea, and something I'll think about - but not necessarily something that needs incorporating into the Char script itself. Since the walk speed can be modified through s…
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AC characters do not require Agents to move, but the integration script is covered in the "Recreating Unity's adventure game" tutorial, as well as the Manual's "Unity Navigation pathfinding" and "Custom motion contro…