You haven't said you assigned the "DefaultCam" as the scene's default, but I'm assuming you did.
In what way has the background image disappeared? Does the RawImage component not have the texture assigned at runtime? See if you can find…
Welcome to the community, @Rekize.
Have you updated to the latest release, v1.61.0? There was an issue related to jumping that has been fixed, so if you haven't yet upgraded please try the latest to see if it's now resolved for you.
If it's persi…
A glitch, or undesired behaviour? Do you mean that they're showing while gameplay is blocked, or just when you don't want them to.
The MultiHotspotLabel script will show the Hotspot's UI whenever the Hotspot itself is selected, which would happen …
See the "Precision movement" chapter of the Manual for tips on getting precise movement.
There is also a "Retro-mode" movement in your Player Inspector that, while designed to best work with classic low-res 2D games, does featur…
Any messages in the Console?
You need to have two parameters: BodyAngle and BodyAngle_Snapped. The script takes the former, snaps it to the nearest 45, and updates the latter.
Are you saying that the texture asset files themselves were deleted from your project? I can't see how that would happen - did you place in the AdventureCreator folder?
Did you begin working in Unity 2017.3, or upgrade from a previous Unity versio…
The number refers to the amount of that item you're carrying. If you're using Unity UI, then the number will appear in the Text component attached to each item slot's associated Button, as defined in the Menu Manager. You'll need to adjust the com…
And the full changelog:
Upgrade notes* When left-clicking a Hotspot with no Use interactions in Context Sensitive mode, the Player will move to the Hotspot's "Walk-to Marker" if one is defined
* The _Camera script now has a Start function…
Actually, I think I might have just been stupid. I wasn't testing for player position, so re-entering the scene was correctly updating the autosave with the item in the inventory.
Back to square one, I'm afraid - sorry about that.
Are you able to…
Welcome to the community, @putte.
I'm not familiar with the Rusty Lake games, but a browse through the video suggests its a mix of traditional point-and-clicking with more modern sliding puzzle mechanic (e.g. at 6:52)
AC's designed to provide trad…
They're not - I've recreated it myself.
Seems it only occurs if the player goes back to the auto-save scene before getting themselves killed in the next scene. Unsure of the cause, but I'll look into it now.
Thanks for the report.
And the player character - how is it being loaded into each scene?
Are you adding scenes together, or switching them for each new room?
Unless there's something screwy going on with the file system I can't imagine it's random, and there must be so…
A critical issue if still in the latest release, but I too can't reproduce such behaviour.
Was it the same item each time? What platform are you running on, and are you making any changes to the default save method/format? Are you using multiple …
The transitions and Animator states look fine, and if the movement speed is becoming zero then that'll indeed be the problem. So long as you amend the Animator accordingly, that she used to rely on Sprites Unity shouldn't be an issue.
I suspect th…
@wandakelly: So far as I could tell, this was an issue to do with Unity's animation workflow, rather than anything specific to AC. You may be able to get the advice you need from the Unity forums and/or Unity tutorials. Otherwise, you'll have to g…
At least one translation is required for it to work, but fair point: I'll have it show at all times, but with a warning box if checked when no translations are listed.