That's correct about the method rundown. The way you set up the NavMesh etc is no different from a regular 2.5D scene - it's still all in 3D space.
Regarding this new problem, please share as many screenshots / detail as you can. Do you mean that…
Regarding the posting of custom Actions - shared code from AC Actions is generally OK, since they don't work without AC's core scripts. I'm happy to review anything beforehand through PM if you'd like to be safe, however. Community contributions a…
The Variable: PopUp Switch Action is different from most other Actions in that it the number of output sockets it has can be changed. This is allowed because it derives from the ActionCheckMultiple class.
Have your custom "get" Action de…
Welcome to the community, @Strawberry.
The script included in the Nine Verbs template requires that you use the latest version of AC, currently v1.60.7. The error should go away once you update to the latest release.
Welcome to the community, @Apolon.
You can either go with the 2D camera in a 3D scene, or go completely 2D.
3D characters still work in 2D, scaling etc, provided they have a Follow Sorting Map on their Skinned Mesh Renderer. They do, however, nee…
Welcome to the community, @EwanRGR.
There's nothing in AC that works with IAPs directly, but it could be added on through custom Actions / scripting. Chapter 12 of the Manual covers extension through code.
I expect you'd probably want to sync IAP…
Welcome to the community, @YellowTube.
The "zoom" feature works by moving it to and from the camera according to the "ZoomMoveable" input axis. How have you mapped the input?
How are you hoping it would work, exactly? Please …
What do you mean by the 'no' sign? Where does that appear? Sprites can't be dropped into the Animator window, and yes - even single-frame idle states require their own animation.
When working with "multiple frame" sprites, be sure to wo…
Thank you. And in what versions of AC and Unity is your project?
No extra script/tag is necessary on your ground, only a collider that covers it on the "Default" layer. However, your Player is also on this layer, which may be causing a …
Welcome to the community, @DustyShinigami.
AC leverages Unity's own animation systems, rather than doing anything particularly unique or special - if you're unfamiliar with how Unity's animation system works, I do recommend going through Unity's do…
That's correct, save for the Animator.
Are you using the "Sprites Unity" animation engine? The Animator component is expected to be directly on the sprite child or the root object - but I will expose a field in the Player/NPC component t…
On a technical level, this is because the lack of a cursor in Touch Screen mode means Hotspots are not being selected - only highlighted for reference.
I shall see if it's possible to add further options to allow for this, but this script in the wi…
So he's not going through it, but still playing the animation?
Check Slow movement near wall colliders? in the Player's Inspector, and then set the layer name to match that of your table's collider.
You can declare Vector3 variables in the Variables Manager - to avoid conflict with the save system / PlayerStart, it might be easier to record the player's position before the scene change, and restore it afterwards - using the variable as a copy b…
Indeed, consoles are not officially supported by AC - a custom save sytem would definitely be necessary.
Your first port of call is the "Custom save formats and handling" chapter of the Manual. AC provides a separation between format and…
Well, you're not actually using the "Brightness" variable you've declared, so it'll set the same colour each time.
If you want the Action to run over time, you'll have to set the Action's "isRunning" bool to True, and return &qu…
Welcome to the community, @simmyren.
AC should already make a grounded check for you, but it depends on what components are being used, and the way you've configured your Player component. In particular, the Ground-check layer(s) field must match …