Welcome to the community, @theAlex. Your post was caught in the spam queue for some reason, so apologies for the delay.
The image URL also didn't seem to post correctly. Let me try embedding it here:
(Image)
To answer your question: yes, arrow…
What's the camera type, GameCamera? And the AC/Unity version numbers?
It's a bit hard to imagine - is the issue with the way the camera moves, or with the display of the character? If with the camera, does it occur if you drop in e.g. Tin Pot from…
Welcome to the community, @Yoplay.
Which versions of AC and Unity are you using, and where are you applying the Parallax2D component?
When attached to a GameObject, it'll affect that object's position according to the camera position - so shouldn't …
A motion controller integration script can listen for the "OnTeleport" message, which is triggered whenever the player is teleported somewhere (e.g. when moved to a PlayerStart).
An integration script for KCC can be found here: https://adv…
In that case, we'll first need to determine if this is an existing issue. In a duplicate/backup project, upgrade to the current release and see if it persists.
I'll also need to know more about this Menu.
Your profiler spikes are all green - meaning it's the Rendering (i.e. graphics) that's contributing the most.
Does this occur if you switch between the two scenes by loading save games placed in them both? Or is it only when re-entering the scene t…
Hotspot names, NPC names and Conversation dialogue option labels would be the three to look out for.
"freshlyInitialized" wouldn't be serialized though, so I'm not sure that's the safest approach. It's also not going to trigger when a com…
If your Menu's Source is Unity Ui Prefab, the Canvas prefab will be spawned in at runtime automatically. As this is set to survive scene changes, it needs to be left alone in the Hierarchy.
What you want instead is Unity Ui In Scene, which requires…
You don't want to have your Update() method run the "ClimbLadder" animation every frame - that should be taken care of by the Action anyway.
You can, however, check if the Player's "IsClimbing" parameter is True before running Cl…
Is your AC cursor locked? If so, it'll be in the centre of the screen. The offsetting of cursor icons in the Cursor Manager is only visual.
You can override the percieved cursor position through code, however, by overriding InputMousePositionDeleg…
Your symptoms don't match up with the title - is the game actually not pausing (i.e. character animations continue to play, the timescale is non-zero, etc), or is it just that hotspot icons are still showing? Are they set to display in Screen or Wo…
The error is telling you the problem: SetGameCamera is not a static function, so you need to refer to the actual MainCamera component, not the MainCamera script.
AC.KickStarter.SetGameCamera (NewCam, 2f);
@kloot: Just keeping things working as they should be for now. Speaking of which:
Version 1.64.5:
* Added: "Reverse Only" type for Paths
* Added: Method to Paths script to have it calculate a new path to itself from a given starting posit…
The selective loading feature is not comprehensive - it's not about loading only what's checked, it's about not loading what's unchecked.
To load only variables from a save file, you need a custom script. Something like this:
http://pasteall.org/10…
The same trick can be used to find the source of any bottleneck. Duplicate your project, remove all e.g. background textures from the project, and test for speed. Once you get a significant increase, whatever you last deleted is the cause.
Your ba…