The active camera that the MainCamera is "sticking to" is listed at the bottom of the MainCamera component at runtime. Does it show the correct camera name after the switch?
Any screenshots you can post of the scene setup will help to un…
@NakedCosomnaut: You mean, the component was deactivated in the Inspector? What about the GameCamera2D prefab itself, in /AdventureCreator/Prefabs/Cameras? Please post details in a new thread.
@Martin: It's out now - v1.61.2 fixes the issue.
Update: never mind the questions, I've recreated it. The fix above should fix it, but I'll push an official update out shortly. Thanks for the post, and apologies for the trouble.
In what AC version? What is on the object you're deleting (+ any child objects)?
At the bottom of the Settings Manager, check List active ActionLists in Game window?. A debug box will then appear at the top-left when the game runs - what does it …
1) Is your player present in the scene file, or spawned at runtime?
2) Are you relying on multiple player prefabs?
3) What animation engine are you using for your characters?
Open up Char.cs, and find line 3736:
if (animEngine.isSpriteBased &&…
Unless changes are drastic, I'd too recommend using the OnStart/OnLoad cutscenes to configure your scene according to the game's progress. Presumably which day it is affects other scenes, so it's best to set this in a Global Variable.
It could be …
What's your Pathfinding method, character's animation engine, and "Movement settings" in the Settings Manager?
The "Destination accuracy" slider can be used to tweak "how close is close enough" when it comes to making …
I feel that would be too limiting, as it's essentially a button with only one purpose.
The current Button element can be set to run an ActionList (in which a custom Action can open the link), or run a custom script (using the OnMenuElementClick eve…
No trouble - if it helps you, it'll help others with similar questions.
Indeed, the script needs to account for interaction menus if you make use of them - custom movement isn't linked to AC's own movement, so the "Disable movement" field…
I can only see the one linked picture, but the Animator has no animations inside it. You'll need animation clips in there in order to have something to change. As for the Action, you'll need to set the Animation engine field to Mecanim (this was U…
If the menu's always supposed to be in the same place, then you don't need to reposition it with SetCentre - just configure its RectTransform components(s) so that it's in the correct position to begin with.
v1.61.1 makes a couple of tweaks and fixes. Chief among them is the ability to prevent the root objects of 2D characters from rotating in 3D space. This normally won't make much difference, but in Unity 5.6 and later, characters that rely on a Rig…
A lot more tricky, but may be possible via an external script.
Basically you can try setting the Player component's "Motion control" to "Manual" when you don't want him to move, and back to "Automatic" when you're read…
The Character Controller works with AC by itself - just replace it with your Rigidbody / Capsule Collider, and AC will use that instead automatically.
AC can work with custom motion controllers, but you must ensure that - as with the Capsule Collid…
Welcome to the community, @KungPao.
I don't know where you read that a demo version was in the works, but this was never the case. Perhaps there was confusion in terminology, since the demo games (the source files of which come included with AC) a…
If all you're doing is changing the background, then switching scenes is a bit overkill.
You can swap out the visibility of two objects as above, but if it occupies the same space (as is the case of background sprites), then the most efficient way …
AC won't touch anything it doesn't know it's allowed to. AC will on-screen text, but only if it's entered into the Menu Manager or in an Action (e.g. "Dialogue: Play speech".
The dialogue system already comes with a scrolling effect, but…
You can lock it to prevent it from turning on, or delete it completely. Both operations can be done within the Menu Manager - the one you're referring to is the "InGame" Menu. See the "Menus" chapter of the Manual for more on m…