I suspect the issue with the visible plane in the 2D camera is that the 2D mode requires your background to be an actual sprite in your scene, meaning it's displayed behind the floor in physical space.
The MatteShadow shader is only designed to wor…
That "Default" is the problem, and I don't know where that's come from - but I since added the necessary script to the AC wiki:
http://adventure-creator.wikia.com/wiki/Anima2D_and_sorting_maps
There's a difference between scaling the window during runtime, and scaling between plays. Does this occur if you instead stop the game, rescale, and then restart it?
To update AC-rendered Menus at runtime after a screen resolution change, you nee…
What platform are you building to, and what are your full "Save game settings" at the top of the Settings Manager?
AC's code is largely the same when running in builds vs the Editor, but if you're running on a separate device than the one…
The tutorial can be found here, but it's generally the same as my above steps. As I explain at the start of it, it's just one approach that can be taken - and there could well be a better way.
You can do this by creating an ActionList asset that uses parameters, which gets run whenever you want to add an item.
Parameters let you "recycle" commonly-used Actions by changing their fields at runtime - see this tutorial.
Create a n…
That I'm not sure of - as I said earlier, getting an AudioClip reference at runtime is outside of AC and you'll have to look elsewhere (e.g. Unity's forums) for that. However, we can help you load it into AC once that part has been solved.
The bug hunt continues with version 1.60.4!
Upgrade note
Before deleting an ActionList parameter, any "ActionList: Run" Action needs to have its UI viewed to upgrade it so that data is not lost* Added: New options in "Player: Swit…
Drag it in from the prefab, as in at runtime?
The grab point's position is irrelevant until you actually grab the object. In what way doesn't it work, precisely? Is it not interactive at all, or is it moving erratically?
Shadows in the 3D tutorial come from the set mesh - it's nothing to do with the navigation mesh. There's no special tricks there, it's just regular Unity shadows at work in the normal way.
I agree that it should be more simple to have "overla…
As this is essentially the same issue, I'm still not able to reproduce it.
What would be best is for you to create a new scene that contains all of the relevant sequences in a line (e.g. a starting inventory, a letter to pick up, a Hotspot to remov…
You're going to have to elaborate - at what point does it "make you wait"? If you're referring to gameplay becoming blocked, try checking "List active ActionLists in Game window?" at the bottom of the Settings Manager to find ou…
Please try not to double-post - I answer all questions when I am able.
No, multiple arrow prompts are not possible - and currently neither are diagonal.
Be aware that the whole thing can be recreated - and extended - by using Menu Buttons and Acti…
You're certain it showed the name of the new ActionList at the bottom of the window? I'm all for fixing bugs, but I really can't recreate it nor see how that would occur.
So it's a modified InGame menu that you're referring to - that was what I was saying you should switch the Source of.
But since you've set the Appear type to Manual, but it does not pause the game, then the Pause Menu will turn it off when its Inpu…
Is there any difference with it between the already-spawned version vs the spawned one before being grabbed? If they're both positioned at the same place, there must be some key difference between them, even if it's only apparent when going through…