The camera Inspector is incomplete. When you say you want to "move horizontally", are you refererring to the camera's target (i.e. the Player), or the cursor?
I'll need to see this for myself - please PM me your scene file, Player prefab…
I can't reproduce such behaviour, and the screenshots don't offer much clues.
Be aware that you need to be using a recent version of AC for the template to work. What versions of AC and Unity exactly are you using?
If you are using the latest rel…
The Character: Move along path Action, set to Stop Moving, will interrupt a character's motion along a path, even if that path was generated by the Character: Move to point Action.
Gather your scene's text via the Speech Manager, which will also give the added pages their own ID values. You can still reference these IDs in the script's Inspector, even if they're not yet added to the journal itself.
The only requirement so far as pivots go is for characters. It's not strictly at the bottom - but in between the character's feet, so it may be a few pixels above the bottom edge depending on your images.
Yes, but which version?
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Sure - this was just a test. Try moving the Action to a new ActionList asset, and assign that in your Load menu element's ActionList after load field.
Yes, it's that rollover/interactivity that the script addresses. In order to "click" on an element, you need to invoke the InteractionA input - just as you would with an AC menu.
As AC does not officially support Switch, let's keep to de…
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As this is a visual issue, I'll need to see some screenshots to illustrate what's going on. Can you provide some that show the problem, as well as the camera's Inspector so that I can attempt a recreation? What are your AC and Unity versio…
Welcome to the community, @Lubeaz.
The example scenes should work without doing anything special to configure them. If you've made changes to them or their associated assets, and can't remember what, it may be worth importing the packand - and AC …
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Right, but at what point do you want to stop him from moving? The Character: Move along path Action can have its Method set to Stop Moving, and this will make them stop completely when run.
Through code, this is a case of calling the chara…
Welcome to the community, @o3428320d.
Yes, it seems pasteall is having some problems right now.
I believe this was the script in question:
using UnityEngine;using System.Collections;using AC;public class JournalPageTexture : MonoBehaviour{ [Se…
If your character is moving along a pre-defined Path, you can add cutscenes or pauses to each point along it.
When the Path is not pre-defined (i.e. the character is pathfinding), you cannot. However, it's feasible that through scripting, you coul…
It does, but my first suggestion is still to try manually showing it. Purely as a test, try using a Menu: Change state Action in the loaded scene's OnLoad cutscene that unlocks this new menu.
What version of AC are you using now, and what version/…
Going only by your screenshots, I'd say it's most likely that your sprite's Pivot is in the centre - since the sprite's position in the scene is correct.
Check the sprite's import setting - it should be similar to ScionofLight's first image above, …
Still, it's not something I can reproduce. That the prefab is present, and appears correct in the Inspector, does make it seem like it may be an issue with Unity itself.
What initial settings did you make to your project? Are you making use of e.…
That does not match up with the line endings in the script I wrote for you. What is on line 42, and is this coming from a new Action? Check that the menu/element names are correct.
"Loading progress" is rarely reliable in any application, but it's value is still based on what Unity deems it.
If you're looking to optimise AC loading times, be sure to follow all the advice given in the Manual's "Performance and o…
Check Wait until finish? inside the Engine: Control Timeline Action.
Without it, the Cutscene completes as soon as the Timeline begins - therefore there is no Cutscene to skip, so far as AC is aware.