A rotation of (0,0,0) equates to facing "up" in 2D. You can use the Character: Face direction Action in your scene's OnStart cutscene to set their original facing direction.
AC's MainCamera will update its own position, FOV etc at runtime, but not its Culling Mask. If you move your Player's arms to a separate layer, you can have a second camera render just that layer and have it render over the MainCamera.
To clarify: in this instance, Constant ID numbers / Remember components are only necessary if you want such changes to be recorded when managing save game files. If you're purely looking to have the Hotspot set correctly, you can remove all such co…
This was because your "EnterFromScene2" PlayerStart has a non-zero Z position, causing the player to be placed behind.
Also be mindful that your SpriteRenderers all have a starting Sorting Order of 50, and since "Offset original value…
I have removed the link you posted as it made AC publicly available - see the forum rules.
AC is a commercial product, and even if the intentions are good, I cannot have links to it posted on this site. Please do not let it happen again - I have, h…
There's a couple of ways you can do it, depending on your needs. You haven't described your Interaction method, but I'll assume you're relying on Context Sensitive.
With that mode, left-clicking an item will select it unless you override it with a …
Your example case should be perfectly do-able. Let's see some screenshots of the Hotspot and ActionList inspectors.
You must first ensure that the ActionList features a GameObject parameter, and that this is used to override the appropriate fields …
In which AC/Unity versions?
Can't recreate such an issue myself. You can PM me the Menu Manager + font/graphical assets as a .unitypackage, and I'll see if any light can be shed.
I would, however, recommend relying on Unity UI for menu design beyon…
Welcome to the community, @aviavi16.
To animate non-characters, you'll want to make use of the Object: Animate Action. Your choice for the Animation engine field will depend on the way in which you want to play your animations.
For 2D objects, thi…
It's as I said in my last post - the Dialog component now has a "Narrator Sound" field you can assign to override the auto-created one.
The Dialog component is present on the GameEngine object in each AC scene.
That'll be for Unity to answer - the preloading method is relying on standard Unity methods.
I shouldn't think it would hamper loading times, but may not improve them if they haven't completed yet. I don't know how long that Object: Animate Action …
You're welcome. Certainly I agree that the Manual should elaborate on the usage of the Action.
Having an "OnKill" handler is an interesting suggestion. As an Action is effectively de-coupled from its effects, however, there is a potentia…
One issue I did turn up when investigating this: if a GameObject has multiple "Remember" components on it (this includes the base "Constant ID" component), then their ID numbers won't be correctly re-generated if duplicates are f…
I should start with something of a disclaimer that AC is targeted towards traditional adventure games, in which NPC behaviour is generally fairly basic. NPCs don't have 'states' but merely the Actions they're commanded to do at any one time.
If yo…
AC doesn't offer official support for VR platforms, but the Manual does provide a "Working with VR" chapter for those who wish to attempt it on their own.
Indeed - this is a general Unity question.
It depends where you're transitioning from. If you've got it coming from "Any State", like the Demo has it, you also need to uncheck Can Transition To Self in the transition's Settings drop-down.