You can define an "On Variable change" Cutscene in your Scene Manager, which will run whenever the Variable: Set Action is used to change a variable's value. A Menu's state can be changed with the Menu: Change state Action.
Alternatively…
All right, so since this is a 2D game you don't need to worry about world-space canvases and 3D positions, which does make it a lot easier.
You can create a new UI Text label for each Hotspot from the top toolbar: GameObject -> UI -> Text. Y…
Thanks.
So the R -> L transition occurs if the angle < 180. Is the opposite true for L -> R?
It may be that when the character's angle becomes exactly 180, the controller gets confused and the conditions for both transitions become true …
I'm asking for information because I don't know what you've achieved so far. Do you have a button already in place and just need help with restarting the scene, or do you need help creating the button as well?
The Engine: End game Action can be us…
Can't say yet, there are other issues that currently need addressing beforehand. You can PM me with your invoice number for a personal package that addresses it in the meantime.
You haven't properly explained yourself, I'm afraid. You're saying you want Hotspots to work without the need to click them? And in relation to what Interaction method? Please elaborate with as much detail as you can.
If you are using a separate controller to move the player, then you will need to ensure that AC still understands that this is the player character - which is done typically by tagging it as Player and giving it the Player component.
However, that …
There is a key issue with saving to Json in that problems arise if you have multiple Remember components attached to a single GameObject. Unfortunatley this is down to a limitation with the format (or at least its compatibility with AC) rather than…
Currently both are only possible through custom code - as there are technical restrictions in place. The "New label" field can't accept parameters, for example, because the save and translation systems both require a specific, rather than…
If you're running custom code atop AC, I wouldn't say it's so much as a bug with either - just that one needs to account for the other.
First of all, know that AC already has a "swap items around" feature - labelled Items can be re-ordere…
When set to "Walk To Marker", the Player turns to face the direction that the Marker points to. I agree that the "Turn To Face" option should rely on the Centre-point override, though.
You're using screen-space, right? I can't…
It doesn't flip the bool value - you have to set it directly with the "New state" field. Your first Input: Toggle active Action should have it checked.
I think, though, that you may be able to get around the problem altogether by having …
Which part? What does your attempt look like?
The MainCamera's Clear Flags will also need to be set to Depth Only, and have a higher Depth value than your ShadowCamera.
When the Scene window is open, and you select the ShadowCamera child, the &qu…
when running in one direction a single frame of the opposite run animation will often show
So when making a beeline (no NavMesh edges getting in the way), the opposite animation plays mid-run, or only at the start/end?
Are you able to take a video…
Please elaborate - you need to explain what you've done so far. What is the "buttons" menu you're referring to.
The Engine: End game Action can be used to reset the scene, but this will reset the state of the scene - not the state of you…
So it works OK with other fonts?
Since the menu is being drawn with Unity's GUI system, its inability to scale due to this "editable copy" check is going to be down to a limitation with Unity, rather than AC.
I would recommend trying a U…
Welp, this is a really strange one.
Essentially, when the scene changes, empty slots (null items) are replaced with "invisible" items with no label or texture. So far as I can tell, there's nothing at all in the code that makes this happ…