If you're using the dedicated music system (Sound: Play music), then you'll have to update the "Music Storage" script with any new tracks you add in.
Otherwise, if you just use the Sound: Play Action to play your music, that should be fine.
You can use any 2D art assets you like - including those used by the demo game when it comes to learning to use AC. AC is not a graphics tool, so generally if Unity can display it, AC can use it.
The only thing you really need to be aware of is th…
As you say, it's not an AC issue as such - and if it doesn't affect the game size much I'd say it sounds fine. IIRC there's an experimental Unity-made pixel perfect camera that you can find on the forums somewhere atm.
Do they have a non-trigger collider attached? That's not usually necessary with 2D games, and can result in such behaviour if your scene also has colliders.
The AC variable is updated when its value is requested. This is done automatically when using Variable: Check, but you can also do it through script:
GVar myVar = GlobalVariables.GetVariable (2); // Where 2 is the variable's ID number
myVar.Downloa…
@ZcheK: Did you apply changes to the root PlayerStart prefab? Importing the full update will revert back to the default settings. You can normally get by just re-importing the Scripts folder.
@Teshla: Thanks for pointing those out. Unnused namesp…
If you're assigning variable values as a preset as soon as your game begins, the state of the "Use PM for initial value" shouldn't make a difference - since both AC and PM vars will be immediately overwritten by the preset.
In which versio…
I'll need additional details to recreate. Please post a shot of your full Settings Manager, the main menu as it appears in the Menu Manager, as well as shots of the Actions you're using to switch between scenes.
The "safest" way would be to have the Trigger's Actions be located in an ActionList asset file, rather than the Trigger itself - so that when you remove it, you're not removing the ActionList.
However, you might be OK with what you have: t…
Interact is just simpler to write - both are identical.
To retrieve a component by ConstantID, you use Serializer.returnComponent:
_Camera myCamera = Serializer.returnComponent <_Camera> (myConstantID);
By "VPL in the area", you're referring to ActionLists in scenes that are added in as DLC?
Having AC work with AssetBundles is tricky, and not something it officially supports, but - depending on the scope of your DLC - should be possible w…
Not much to go on from this.* What happens exactly if the player is spawned with regards to his animation? Is his Animator's Controller field assigned? Do his normal "Walk speed float" etc animations play?
* Are you able to manually chan…
Is this an in-scene UI canvas, or is it spawned by the Menu Manager at runtime?
The script's supposed to be placed on the Canvas prefab, rather than on an object in your scene.
If necessary, you could replace GameObject references with the AC menu e…
Switching to Unity UI should give you full control, but the code in MenuInput should work.
You can try placing Debug.Log statements inside its Display method - the TextField is drawn on line 272.