You should only need a menu to act as a list of items that the player has found, or has yet to find. The actual objects on-screen for the player to interact with should still be a set of Hotspots and sprites/models that get interacted with in the u…
Welcome to the community, @JDSweetMeat.
There's no official integration between the two, no. If you have coding experience, it's likely that you could merge the two together - though how this would be done would be based on your own needs, since t…
(Quote)
No, it's referring to Dialogue: Play speech Actions. The text itself can be anything if you don't want it to be displayed on-screen, but such an Action is necessary if you want AC to automatically handle voice audio / talking animation duti…
(Quote)
I suspect so, but not in this exact manner - since the limitation of the offset amount is set by the element being shifted, not by the Button doing the shifting.
When shifting by e.g. "5" and only 3 items are left, the InventoryBo…
This can be done by disabling the Interaction system in the Engine: Manage systems Action.
The equivalent line of code is:
KickStarter.stateHandler.SetInteractionSystem (false);
Sprites Unity Complex mode doesn't allow for frame flipping. This mode is actually more in line with "Unity best practice", as it controls your animation playback via Animator parameters - as opposed to automatically by name.
How exactly…
No, you can just read the timeSamples from the Music object's AudioSource:
int currentSampes = music.GetComponent <AudioSource>().timeSamples;
I will, however, add an optional "timeSamples" parameter to the Play function so that yo…
Though the default is 1, you can change the amount by which your inventory is offset via the Offset amount field in the Button menu element that has a Click type of Offset Element Slot.
However, you will face an additional problem in that shifting …
You shouldn't have to resort to animating the character separately to him talking. Is he set up or display in some non-standard way? What's his Animation engine set to?
Though the exact method will vary based on the animation engine, a character'…
This is a 2D character?
It looks like the shaking occurs because the speed of the movement does not match the speed of the animation. He's moving slightly slower than the animation suggests he is. Try raising his movement speed very slightly, or …
Welcome to the community, @ODDgame.
This isn't an issue specific to AC, but one common to 2D games in Unity.
A sprite's "Pivot point" can be set in its Inspector. Select the sprite in the Project window, and open the Sprite Editor where…
How do you mean, exactly? Like a list of "hidden objects" for the player to find?
Though not designed with that in mind, you could try making each such item a new Inventory item placed in a new Category, and then creating a dedicated Men…
Unity's 2D skeletal animation system still relies on the existing Animator/Animation format - so far as I can tell, there shouldn't be any issue with using it to create your character animation. Have you had any issues?
Having a different track play based on a menu option would just be a case of mapping that option to a Global Variable, and then reading that Variable to run a different Sound: Play music Action.
It would likely be easier, however, to rely on a cust…
Welcome to the community, @icy.
Could you explain in more depth what it is exactly you wish to achieve? i.e. what are the circumstances that you explicitly want to change? The reason behind this need may also help come up with a workaround.
One …