Welcome to the community, @kappa.
If you want to completely avoid scripting, use a Trigger 2D. If you're not looking to have the grass be clickable, you don't need to involve a Hotspot.
Since you already have a GameObject with your sprite, animat…
Which way around? The pasted nodes are connecting to existing ones, or existing ones are connected to the pasted?
Please share steps to recreate the exact problem.
His centre is where the large "Audio Source" gizmo icon is. This needs to be at the bottom, by his feet.
To correct this, you need to raise up his sprite(s) - which you can do by selecting their Inspectors and setting the "Pivot&quo…
You can use colliders placed on the "Default" layer to "block off" areas of the NavMesh that you don't want the player to be able to click on.
This is typically necessary when e.g. a NavMesh extends into a room that cannot be se…
"Tooltips" being what, Hotspot labels? Or some custom script?
If you are using Hotspot labels to display tooltips in the form of an item's name, the ordering of the menus is important - the Hotspot label should be at the bottom of the Me…
We've all done it :)
Yes, the Hotspot's "on" state is determined by its layer - with "Default" being On and "Ignore Raycast" being Off.
Do note that you can rely on different layers if need be - these are just the def…
In the Actions Manager, after selecting an Action type, you'll have options to search for either all instances of it in your project - or just those in the active scene.
Interactions
* Fixed: Interaction menus turning off when hovering over other items despite "Close interactions with" being set to "Click Off Menu"
* Fixed: Interaction menus not working correctly with Inventory menus that pause …
And the full changelog...
Version 1.68.0:
Upgrade notes
-When restoring a Player’s position with the “Player: Switch” Action, the new Player will be positioned at their Associated NPC’s position if both are in the current scene
-If the active Pla…
See the Manual's "Triggers" chapter for information on how the Transform Position method works.
To fix the issue with the "Rigidbody Collision" method, open up the DragTrack.cs script, and insert the following into line 154 (jus…
Try setting the AC Trigger's Detection method to Transform Position. Uncheck Detect Player, increase the # objects to detect field to 1, and assign your Draggable object in the Object #0 field.
That will cause the Trigger to respond to the object'…
The slider isn't linked to anything - so unless you're reading its value through script, its state won't have any meaning. You can link it to one of your Global Variable - but it'll need to be a Float variable. Integer variables can't be linked, e…
You're going to have to rotate a child object - not the root. This could be done by recording his sprite's rotation values directly in his animation, or through Actions.
I don't follow your meaning about the other sprite child layer - the sprite c…
I see. When using the Character Wizard, AC will attempt to guess the intended animation engine based on the kind of renderer you've supplied it. In this case, it's a Mesh Renderer, which is typically used for 3D characters (while Sprite Renderer i…
If "Apply Root Motion" is checked, then AC will assume that the animations that the character uses (i.e. walk/run) rely on root motion. This means that - instead of the character's position being changed through script - the character is …
If Restore position? is checked in your Player: Switch Action, then the game will return to wherever that player last was when active - regardless of where their associated NPC may be.
To set which scene the new player appears in, you need to unche…
Your images don't show the sprite child itself, and unless it's got the same name as your player's root (Spine GameObject (GwenDR)), it looks like your player's root is assigned as both your Sprite child and Skeleton animation fields.
Your Skeleton…