Version 1.62.5:
* Added: GetFrameRotation method to Char script - use in custom controller integrations to get a calculated rotation towards the target
* Added: Warning message if the Player attempts to jump while "Ignore gravity?" is enab…
Yes - the "Music track" field takes an parameter of type Integer. This'll be set to the track's ID number, which appears to the left of each track's entry in the Music Storage Window.
The sound dip / premature playing occurs when you have Play On Awake checked on the AudioSource component - which means they play when Unity loads the scene, as opposed to when AC has initialised.
To prevent this, you should instead uncheck this an…
Make sure that "Retain in prefab?" is checked on all Remember / Constant ID components in the player's Inspector. Otherwise, the values will change each time the player is spawned. You may also have to re-assign the Action fields to the …
That should already be provided for the Player, and NPCs can have this data saved via the Remember NPC component.
Be sure to also attach Constant ID components to any Paths objects they're walking along (unless pathfinding) - that's necessary for a…
Replicating in the build would only demonstrate the issue - not the cause of it. The issue needs to be reproducable from within the Unity Editor so that debug checks can be made.
Are you able to load in the save file from within the Editor? PM th…
Do you mean during gameplay, so that the player can continue to move around?
You can create Dialogue: Play speech Actions that loop onto each other in a new Cutscene, and set that Cutscene's When running field to Run In Background so that it doesn'…
Unity / AC version numbers?
If you've been through the "Performance and optimisations" Manual chapter, the next step'll be the usual Unity performance practices - texture compression etc. If only certain scenes seem big, I'd try backing …
Assigning sounds in the character Inspector is simple but has limited options. Use the dedicated Footstep Sounds component for greater control.
See more in the "Footstep sounds" chapter of the Manual.
If you're duplicating the menu, yes - it'll need a different script.
The necessary script will also require some tweaks made to AC itself - please bump this thread when the next update is out, and I'll see about giving you such a script.
As ActionList assets work by referring to Constant ID numbers, you should not change them at runtime as that will only cause problems. If references are becoming lost without editing, please try to provide clear, reproducable steps that I can follo…
I think you're going to have to elaborate some more on how exactly your characters are animated. 2D sprites with Mecanim animation isn't common, so I don't know what it is exactly you're trying to achieve. Sprites Unity or Sprites Unity Complex an…
No problem. It would also be worth having them check their log files.
If they're running on the same platform as yourself, have you tried loading their save game files for yourself? If we have access to a save file that replicates the issue, that…
(Updated with corrections)
If you check Duplicate for each line? in the Menu's properties then a new instance of the Menu will be made for each line. This allows for multiple to be shown at once - but overlapping etc will need to be handled throug…
Have you been through the "2D head animation examples" on the Downloads page? If not, they should have you covered as independent head turning / correct head placement etc is all covered in it. The "Head turning" chapter of the…
No problem, @fettklump - it is important to use the right tool for the job.
For completeness, however, it is certainly possible to rely on Playmaker to control the player. A sample integration script can be found on the wiki here: http://adventure…
Indeed - you need to supply a public ActionListAsset variable named changeCharacter in order to set it:
public ActionListAsset changeCharacter.
However, it should be necessary to rely on a custom script for this. See the chapter on "Active i…