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ChrisIceBox

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ChrisIceBox
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  • That it's made in Blender won't be the cause. The sprite child's local position is non-zero, but (-2.97,0,0) - though perhaps that was to illustrate the sprite for the purposes of the screenshot.  Regardless, it's clear that the sprite's pivot is i…
  • My own tests don't have that behaviour - it works fine for me.  The code in your ShowGUI method, however, is irrelevant since "objectToAffect" is never used in the Run method. Are you sure that's what it is?  Try logging the animator's sc…
  • The item count is added to the label within the MenuInventoryBox script's PreDisplay method.
  • You need to expand the model asset file in your Project window to expose the "Mesh" object within it - that's what you need to assign. The "Unity Navigation" pathfinding method is also an option if you prefer to bake your NavMes…
  • You can refer to the Scripting Guide for API queries.  Since multiple can run at once, you have to iterate through them to find those with their isRunning flag set to True. foreach (Action action in myActionList.actions) {   if (action.isRunning)  …
  • The "game name" you enter in the New Game Wizard is largely used to set filenames for e.g. your Manager assets. The only thing it affects so far as your build goes is the name of save game files, which you can change at any time via the t…
  • Looks good to me!  It'd be very welcome on the community wiki.
  • An update is currently in the works, and AC is included in Unity asset sales frequently.  Most recently, it has been made available at a discount for Unity Plus subscribers. An update to the "Creating a 3D game tutorial" for modern versio…
  • Since you only need the mouse for all this, it's possible to use Unity's Event system to make this easier.  Try this: http://pasteall.org/916803/csharp
  • The record of running ActionLists are stored in: AC.KickStarter.actionListManager However, the records are all private - so you'd have to modify the ActionListManager.cs script to expose them. Probably just easiest to make an option to have the […
  • As it should be.  Or do you mean that the "uiButton" variable in your script is referencing the original prefab asset file, rather than the runtime scene instance of it?
  • The screens don't show much to go on.  What of the sprite's Inspector? You say that the sprite doesn't have an "outer box" - I don't know what exactly you mean by that, but if you don't have a pivot point then that's likely the cause.  Th…
  • Welcome to the community, @dragorobert.  Is this in a build, or the Unity Editor? Does your scene feature any Menus or Unity UI prefabs that cover that portion of the screen?  That will block the cursor from interacting with the scene objects. Ple…
  • OK - I'll take a look.
  • It's possible, but not recommended.  A game's perspective is ideally decided before production begins. 2D and 3D games rely on different logic prefabs (Hotspot vs Hotspot2D, for example).  The key different between such prefabs is really their atta…
  • Currently, it's not possible.  I should like to look into enabling this, however - thanks for the suggestion.
  • Indeed - the AC side of things looks fine. As it's warning you about this, have you assigned an Animator Controller to your Animator component?
  • The active effects are handled in the UI's Button component - there you can set the transition effects when selected.  That's a Unity workflow - not one specific to AC. Having the active graphic show should just be a case of defining one in the ite…
  • So your new sprite is a new player character? Make sure that the sprite child has a local position of (0,0,0) - you'll get a warning in the Console at runtime if it isn't.  Also make sure that the pivot point of the sprite itself is at the bottom, …
  • Too many to make direct changes for, I'm afraid. AC should not update your tags and layers, however.  Try importing just the latest version's Scripts subfolder instead.
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