Welcome to the community, @iamlowlikeyou.
There are some notes regarding this at the start of the "Preparing a 2D scene" chapter of the Manual. The size of the background (in pixels) can be anything, as the Pixels Per Unit value can be t…
You'll have to provide more detail than that, I'm afraid. AC and Unity version numbers first of all.
Is this occuring for multiple Cutscenes, or just the one? What Actions are in the Cutscene? Please try to provide clear steps that can be follow…
If it works, it works. I'd tweak it so that it reads the Vertical axis though, so you can remap / use the arrow keys as well:
if (axisName == "Horizontal" && Input.GetAxis ("Vertical") < 0f)
Are you using root motion? That may conflict with the Object: Transform Action - but that Action should only be necessary if you want the movement to occur over time.
A "Wait until finish? option in your Character: Animate Action is only poss…
This is most likely because the ActionList you are running (the Trigger) is part of the object you're deleting, which means it's getting confused about where the Actions have gone to.
Try instead having the Trigger run a single ActionList: Run Acti…
It should instantiate it if the assigned object is not present in the scene, though it's generally easier to have it in the scene beforehand.
The error is not to do with the running of the Action, however - it's with the Action's GUI, which is tryi…
Though arrays aren't available as a Variable type, there are a few instances of multiple sets of data being stored (e.g. collected journal pages), and using a separator to store such data as a single string is exactly the same technique.
Two tutori…
Welcome to the community, @Papu.
It may be possible if you use a lot of variables and custom Actions to manage things, but it'd be going against the design intent behind AC. While AC can certainly be extended for other gameplay modes, it's made wi…
* how would these be implemented to work?
How animations are played will be determined upon your character's animation engine - what are you using? Generally, though, the Character: Animate Action can be used to play non-standard animations. I'm …
And still UFPS 1.7.2?
Is this the default AdvancedPlayer in the UFPS folder, or a modified one? How about the modified one from AC's Downloads page? Neither appear to give me any trouble when used locally so far as the starting rotation appear.
…
The Object: Add or remove Action can be used to spawn prefabs in your scene - but it's not intended for adding the same prefab multiple times. If that's what you're intending to use, you'll need to make sure each sheep is a separate prefab.
If you…
Can you provide a little more detail into what you did that caused the error message? It's not clear if this is a bug, or the warning is geniune advice.
What exactly are you assigning in your Character: Hold object Action's Object to hold field? …
Neither bug nor by design.
The "Met" field is, by default, set to "Continue". If it's not changed before another Action is added via "Not met" field, the "Continue" command will be respected and be linked to…
As it works no problem for me, it's hard to say - I can only really speculate. What is your Reverse speed factor now set to?
The runSpeedScale won't change - it's used to scale the speed when running, and isn't always the actual speed the player'l…
It's possible to remap AC inputs at runtime (see the "Remapping inputs" chapter of the Manual), but if it's just the two platforms it's probably less hassle to just update your Input Manager for each platform.
There's probably a way to ba…
Whee!
AC's Collision component can be attached to a Collider to make it react to Turn On / Turn Off commands via the Object: Send message Action. For reference, it can also be found on the Collision Cube prefab type.
When "Turn Off" is …