If you want a fresh player in each scene, don't rely on a Player prefab assigned in your Settings Manager. That's just for convenience, anyway.
Instead, just keep a local copy of the Player object within each scene file. If a local player is prese…
It's generally recommended to rely on Sprites Unity Complex whenever you want a character to animate in a custom way. Don't be put off by the name, it's still simple - and more "best practice" so far as working with Unity goes.
For comple…
Place your Action in a new folder and point to that as your "Custom Actions" folder, and make sure there's no non-Action scripts in that folder. See the "Custom Actions" chaper of the Manual for more info on installing them. So…
In what way, exactly, are you looking to integrate the two together?
If an animal NPC doesn't talk or interact with the player, there's no need to make it an "AC" NPC. And if it does, but another asset controls its movement completely, th…
Sorry, some key info is still missing. Does the red line indicate where he stops, or doesn't move? 2D or 3D, it's still necessary to know the "scale" of the scene relative the demo assets (in this case, the 2D scene/player character).
Be…
* Is it the case that you can only have one menu on at a time?
No.
* Or that a menu can turn off other menu's?
If a Menu Appear type is set to On Input Key and pauses the game when enabled (as is the case with the default Pause menu), then it wil…
I'm glad to hear you were able to recover the removed Actions.
That the Ctrl-Z worked to "bring back" the removed Actions suggests that they weren't "lost" - but instead removed as a result of either the ActionList Editor's "…
Welcome to the community, @sonicjoy.
Cursor animations can be set to play when hovering over interactive objects, but given the complexity of the different kinds of cursor "modes", and the fact that you're using touch-screen and not a &quo…
Larger by how much? It doesn't need to be exact, and there are sliders to help you tweak things like accuracy etc, so if it's not by a lot you should be fine.
Version 1.63.1:
Upgrade notes
* The Dialog script’s GenerateLipSyncShapes method’s parameters have been altered
* The SpeechLine script’s public GetFilename method has been replaced with GetAutoAssetPathAndName
* Added: Ability to override the de…
If I'm following correctly, you're not stepping to the left, but turning left - at the same time as trying to turn right with the mouse. That's causing a conflict, hence the screen shaking.
Are you wanting to be able to turn with both A/D and the m…
* But when the NPC is near the marker, the character move to point action stops randomly at some point between the marker and the starting point and the action of the hotspot starts
Sorry, could you rephrase that? You didn't ment…
The gif doesn't show how large the graphics are in Unity units, but you should generally try to stick to 1 unit = 1 metre, as pathfinding is designed to be used at around this scale.
The "Unity best practice" way to achieve this is to adju…
Welcome to the community, @kixkout.
For point-and-click to work, you must place your floor colliders on the "NavMesh" layer, as this is how the mouse raycasts detect them.
For more, please see the "Unity Navigation pathfinding" c…
Which version of Unity are you now using, exactly?
I can't recreate the issue, but it's likely to do with the "Character: Face object" Action. What is the position of "Defender" in relation to "Attacker", and does remo…
Cutscene skippingA number of issues related to skipping were fixed in recent releases, but I can't be more specific without knowing what version you were previously using. I will look more into it, however.
The character not being able to walk is n…
How characters play animations back depends on their "Animation engine", each of which are covered in Chapter 3 of the Manual.
If you're going for something complex like character customisation, you're probably best off with Sprit…