@LukeHyde - what cursor are you trying to animate? Any error messages in the Console? You need to made sure that the texture has "Read / Write enabled" checked in its import Inspector for AC to be able to extract animation frames from it.
The MainCamera should be mixed, with BackgroundImage deselected. You do not need to change that.
Again, I need to see the BackgroundCamera's Inspector. That Camera component's Culling Mask needs to match up with the layer that BackgroundImageUI i…
Welcome to the community, @tiger501.
What are the warnings, exactly? And which version of Unity are you using?
AC doesn't rely on the Standard Assets. If you have that imported as a separate asset in your project it's possible that it's nothing to…
Thanks for the information.
All looks fine in the screenshots - we'll need to dig a bit deeper. What's the state of the RawImage component on the BackgroundImageUI child?
Let's also see the Inspector for the BackgroundCamera, as well as t…
Are you talking about all characters, or just the Player - and how are you controlling your Player?
If all character movement is controlled via pathfinding, then it's entirely down to the NavMesh. Otherwise, if you use e.g. Direct control, then Col…
@DexterStardust:
1. Apologies, that is a double-negative. The first "not" is the erroneous one - audio is now played at the MainCamera's position. Unless your AudioSource isn't on it, I'd expect all such audio to be increased in volume.
…
The "Scene: Add or remove" Action can be used to add scenes on as "sub scenes" to the active scene. See the Manual's "Standard Actions" chapter for more details.
Also: Check that the BackgroundImageUI object (which spawns it automatically at runtime) is placed on the BackgroundImage layer. If it's not, you can amend the prefab directly within Assets/AdventureCreator/Resources.
Yes, but how? You are not providing the detail necessary to recreate either of these issues. You must share steps and/or screenshots that show exactly what you're doing.
Are you sure? The call to load in the main scene occurs before the call to load in sub-scenes via the SaveSystem's _OnLevelWasLoaded method. In what situation are you loading the scenes?
About ignoring open subscenes - what would be the purpose? …
Welcome to the community, @Fendtastic.
Which AC version are you using, and which version of 2017 are you referring to?
Changes were made to the 2.5D camera system to reflect updates introduced in 2017.3 and beyond - the tutorial was made before thes…
What part of that thread are you pointing to?
If you're controlling a Cinemachine camera, it doesn't need to be "seen" by AC so long as the MainCamera is pointing to the Cinemachine Brain. Any script that controls the VCam's FOV can be se…
The "Position type" is set to "Manual", which means it'll only turn on and off when you instruct it to - and you haven't given any detail about when that might be.
Update submitted, but in the meantime: this can be fixed by removing line 252 in ActionPlayerSwitch.cs:
KickStarter.saveSystem.loadingGame = LoadingGame.JustSwitchingPlayer;
Welcome to the community, @whudu.
You're cropping the screen so I can't be sure, but it looks like your character's sprite (which should be a child object) is not at the same position as their root object. The sprite child's Transform component sho…
Welcome to the community, @aondw.
Tapping inventory and Hotspots separately, while also being able to drag-and-drop, wasn't an intended behaviour. If it's no longer working, it's likely that it was an unknown bug that's been fixed as a result of o…