The Camera: Fade Action can be used to fade automatically, and avoid having to manage sprites.
You can also alternatively rely on a pre-made animation via the Animator or Playable Director components - and then play it back via either Object: Animat…
Thanks for the clarification.
If you're using "Choose Hotspot Then Interaction" mode, then the "Cycling Cursor And Clicking Hotspot" does allow for this, since you can cycle through inventory cursors as well - but it's bundled wi…
That wouldn't be a complete fix, no. Please leave it to me. However, I need to be able to reproduce this for myself, and so far I can't.
Would you be able to share a project or .unitypackage that demonstrates the issue? I would need your Managers…
I'm having trouble recreating this.
However, try opening Speech.cs, and find line 444:
if (gapIndex >= 0 && speechGaps.Count >= gapIndex)
Replace it with:
if (gapIndex >= 0 && speechGaps.Count > gapIndex)
Does that resol…
When using Unity UI, what is selected/interacted with is down to your Event System. By default, the Event System allows for either the system cursor, or direct navigation via the Horizontal/Vertical axes.
If you need to implement a custom way of na…
Welcome to the community, @stephyswe, and thanks for the feedback.
A series of feature-length youtube videos that cover AC can be found on the tutorials main page. As many of the concepts are transferrable between game types, the 2D tutorial is re…
Please post the error message in full, including the stacktrace beneath. Was this with the modifications I suggested in our PMs?
Whatever the cause, the recreation of it is entirely unique to your game - once again, I'll need to experience it for …
You can make use of the Sound component's "Relative volume" slider if you attach it to a child GameObject of your Player and assign that in your Player's "Speech AudioSource" field.
Are you referring to the example character, Brain2D_SpritesUnityComplex, or your own?
I can't comment much without seeing what you're referring to, but how your character is animated in this mode is all down to how you make use of your Animator para…
That's a question for Unity's dev team. It seems that the Canvas Scaler works by performing additional calculations after everything else, which causes its position and size to be changed as a post-process. What's needed isn't so much a bugfix but…
1. A local MainCamera should be used in each scene. It can be a prefab, but each scene should have its own copy.
2. That error should only display if you have some other GameObject tagged as MainCamera as well. If you open MultiSceneChecker.cs, an…
Welcome to the community, @LoudPenguin.
Certainly - AC works with Unity Free, Plus and Pro, and built games that you make with it can be done with it as you like.
Welcome to the community, @InterSGames.
There's a few ways you can do it, depending on the complexity / amount of changes you need. Generally it makes more sense to stick to one scene and change its contents.
Unless your Hotspot changes position, o…
The choice of animation engine chiefly deals with how animations are played back, i.e. either by calling clips by name, or using parameter values to determine what is played at any given moment.
What animation data is involved, however, is still up …
A script that limits 2D point and click to horizontal movement only can be found on the AC wiki here: https://adventure-creator.wikia.com/wiki/2D_point_and_click_along_one_axis