The sword is actually a "fake sword" prop, and used by the 3D Demo. It's just a regular inventory item, and is used like all others in traditional adventure games - you first choose the item you want to use, and then the object you want t…
From what old version to what new one? AC was updated yesterday, so "recent" could be v1.65.1 or v1.65.2.
I'll attempt a recreation. This only occurs after a camera change?
Yes - there's a "Frame flipping" option in the Player's Inspector.
A full rundown of all animation options can be found in the Manual's "Character animation" chapter.
Bearing in mind that I only have a PS4 controller to test with, I find the following works just fine:
Gravity: 3Dead: 0.001Sensitivity: 3Snap: Checked
What about the Debug.Log when you let go? Does it go down to 0? I'm still not totally clear on w…
So far as I can tell, #1 is a Unity issue. Unless you override with a delegate (see the Manual's "Remapping inputs" chapter), AC relies on the standard Unity Input.GetAxis method to read input values. This value is itself set to zero aft…
As usual, Unity and AC version numbers please.
More detail is needed. By "give them an object to start a cutscene", you mean running an Inventory interaction on their Hotspot? How is the interaction triggered - by dropping an item onto t…
The hole is configured in the NavMesh Inspector, and the player's sprite child is at (0,0,0)?
Best to see this for myself - don't worry, we'll get this sorted out. If you can PM me your project, I'll take a look what's wrong.
To do that, select th…
Encryption solutions are available on the Asset Store and possibly github etc. I shouldn't think it'd be too much work if you managed to get an encryption method from elsewhere.
We'll need your Unity/AC version numbers, please.
Also:
* Where should the Hotspot label be? Beside the mouse cursor?
* Is this a 2D game?
* How is your Hotspot menu drawn? Let's see its properties from the Menu Manager.
* What do you mean exactly…
The token needs to be set before the speech is processed - which itself occurs before the Menu to display it is turned on. You'll need to call it before the speech Action.
However, the Speech.cs script has been updated with a much easier-to-use tag…
More a'comin..
Version 1.65.2
Upgrade note
* Removed the MainCamera's SetScreenFocus and ReleaseScreenFocus functions, as camera rotation tweaking is now handled by the attached camera
* Added: Tooltips to all Inspector fields (Unity 2017 or late…
It looks like the pivot point of the sprite has reverted back to its centre. See the "speaker" icon in the GIF: that's the AudioSource component on your character's root.
The pathfinding itself appears correct - assuming the root object i…
Good question!
Custom save formats are already possible by creating a new class implementation of iFileFormatHandler. It'd be possible to create a new format that supports encryption.
For more, see the Manual's "Custom save formats and handli…
I can only reproduce this if the "0" token hasn't been set through script - in which case the behaviour is correct.
Once a token's value has been set, it should be replaced with the token's value before scrolling.
I can only recreate the issue insofar as it occuring after the actual transition - not before.
What may work, as a temporary fix for you, is to allow cursor influence on the 2nd camera, but with intensity values of 0,0 so that it has no effect.
Thanks for the clarification.
No, it's not possible to record audio within the Unity Editor like that. I'd also argue that most users wouldn't make use of that even if it could be done, since voiceover recording is typically done separate to develo…
Your sprites must indeed pivot around their feet - see the Manual's "Character animation (Sprites Unity)" chapter for more.
About the NavMesh hole: does the NavMesh itself integrate the shape of the hole successfully? You can check this b…
The "global" volumes are set in PlayerPrefs - so changing their values will indeed write to the system and will persist upon restarting.
If you prevent the user from changing volumes themselves, you could feasibly hard-reset the volumes to…