* The Remember Animator does not save which Controller is being used - only the state of the animations within. Can you elaborate on the circumstances?
* Does the NPC have a Remember NPC component as well? I shall attempt a recreation.
* Scripting…
Sprites Unity is the easiest to use - and the quickest to set up - but Sprites Unity Complex allows for more flexibility.
If the character only has one skeleton, then you should get be able to rely on Sprites Unity just fine, but it'd probably be w…
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This is already possible - Actions can be given colours according to their type from within the Actions Manager.
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That would, unfortunately, require an overhaul and would break current ActionLists.
Create a .unitypackage of your Managers, and any associated UI prefabs/graphics (including UI canvas prefabs if the menus rely on Unity UI). PM it to me in private, and I'll take a look.
The NavMesh Agent component is Unity's so this may well be a Unity issue - not AC.
IIRC the NavMesh Agent component isn't designed for two agents evading one another - does the problem remain if you remove the NavMesh Agent (and NavMesh Agent Integ…
Rotation values as in what, the pitch or the spin? Screenshots to illustrate your meaning would be helpful to understand.
The spin should be handled by the Player's transform - the first-person camera only rotates up and down.
To control the firs…
AC should be good for Unity 2019.1, but please report any issues with it here.
The yellow warning messages can be ignored, but the two red error message don't mention AC. They may be unrelated - the "Adventure Creator" toolbar menu is ap…
If you place a Player character in the scene file, it'll override the default Player for the duration of that scene. That Player can just be a single GameObject with no associated graphics.
You can also do without the default Player in the Setting…
It's not clear from your screens what animation you're playing, but you want the Timeline to override your regular Player sprite - not create a second one.
One thing to consider when working in 2D is that when animating the sprite, you don't want t…
Is this an AC or Unity UI-based Menu?
It's possible to swap out a Button's texture at runtime through scripting (right-click the "Background texture" field to get an API reference to it.
I shall see if it's possible to allow this nativel…
Update: I've uncovered a bug that causes the subtitles label to not update in size when previewed for Timeline. If you set the label's Size to Manual and then increase its size, does it then show?
For completeness, as I mentioned it's possible to rely on an ActionSpeech subclass, here is a custom Action that does just this:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnam…
Welcome to the community, @dadadodo.
Skeletal animation is certainly possible with AC - so long as you can play an animation in a standard Animator component, then AC can play that animation back at runtime.
It is, however, more complicated to set…
So far as the shuffling issue goes, this generally sounds as expected - at least so far as the commands you're giving it are. That the shuffle music is set to resume will only have an effect if it selects the music it's already playing - it will st…