In future, please post separate questions in separate threads so that it's easier for those with similar questions to search for.
1) An "Inventory toggle" button can be made by having the Button run an ActionList that first uses the Menu:…
I get no such issues occuring when switching to the Hallway from the Kitchen.
Please follow my previous instructions - we must rule out this being related to your own custom scripts. Even if it's in a duplicate test project, assign the Demo / Defa…
Welcome to the community, @Kendall. Which AC version are you using?
The Console message is not a bug, but a warning that should be followed. Just attach a Constant ID component to your vThirdPersonCamera object in your scene. It's not related to…
It's possible of course - though it'd need custom scripting at the moment.
A similar effect is achieved with the included Parallax 2D component - though it reacts to the changing camera's position instead of the mouse.
You could use that as a star…
It'll be a bug if that's the case. What's your character's animation engine? Mecanim or Sprites Unity Complex?
The update was intended to actually do the opposite, and fix some instances where it wasn't updating. Is the character standing still …
AC and Bolt are both very complex assets, and can be used to do a great number of things. An answer to a question like this would largelt depend on how they are used together. What is it specifically you're looking to do with them as a pair?
Welcome to the community, @starfugger.
There are no exact values to set when it comes to this, but your game's scale should be comparable with that of the provided 2D Demo.
When placed in a scene, for example, your player character sprite should b…
It'll all be down to the custom script that handles the behaviour, but the NavMeshAgent would have been designed with cases like this in mind. Checking whether or not the character is grounded can be used to have the NavMeshAgent pathfind, vs letti…
Have you checked Use Player prefab name in filenames? in the Speech Manager? If so, you should be able to then just filter by character name in the Script Sheet Exporter window.
What's your AC version? Some fixes were made regarding the direct-setting of sound volumes.
Also, you can use specific methods to set sound type:
AC.Options.SetMusicVolume (vSlider.value);
File -> Build Settings -> Add Open Scenes.
https://docs.unity3d.com/Manual/BuildSettings.html
This is how you tell Unity what scenes are in your final game, and also how AC knows what scenes to amend.
Welcome to the community, @WhiteChrys.
This is indeed a Unity question, as AC's character scaling works by simple affecting the Transform component, which is the standard way to do so.
The appearance of scaled graphic can be played with via the &q…
If you have your menu rely on Unity UI, you can make use of Unity's provided Content Size Fitter etc components to get this behaviour.
Connecting the Menu Manager to a Unity UI canvas is covered in this tutorial. Once the connection is made, actua…
You will have to also assign a dedicated "Cursor (optional" texture for the worm. This should be a texture of the type "Cursor", as set in the Inspector. Rather than changing the original worm graphic, just duplicate it and cha…
I still think relying on a NavMeshAgent will get you most of the way there. A "jumping" feature could easily be added onto the default behaviour by way of a custom script that adds a vertical force - and this could be mapped to an input b…
You'll have to post details of your attempt to recreate the Menu for advice on that specifically, but you can also just copy it from the default interface manually.
Set the Menu Manager's asset file (at the top) to Default_MenuManager. You can the…