The order in the hierarchy is not a reliable way of sorting drawing orders - in my experience it can be kind of random.
Try changing the "Sort Order" value in the Canvas component.
AC already has its own visual scripting tool, and I wouldn't recommend switching to another immediately. AC does work with Playmaker, but it's intended to be supplemental, rather than a replacement. There is no official integration for "Bolt&…
1. A Sorting Map will always set a character's sorting order or layer name, but if you give all of its areas the same value, then the character's sorting order / layer name will remain the same.
2. I'm afraid I'm going to need more detail. You're …
Sure - it'll be in the next release. I'm reluctant to expose it as a public variable, but you'll be able to amend it at the top of the Resource.cs file.
Where in the script? Reference line numbers are always necessary when debugging code.
That should go in your Run() function, but it looks like something else has been removed, perhaps a closing brace.
A tutorial on writing custom Actions can be f…
It'll be out this week.
Any custom Action needs to have the actual "perform" code (in this case, the SimulateClick call) in it's Run function. The code you posted shows it in ShowGUI, which - as the comment shows - is used for the actual…
I certainly hope all those who write with capitals do it for the same reason!
It is, however, still related to limiting your re-orderable inventory by category.
Do the issues occur if the player is no longer carrying items from category 2 (i.e. th…
I was a user of AGS for many years, so I know the masking feature you're referring to. However, when working in Unity it becomes much more appropriate to separate "walk-behinds" into separate images instead.
In order to get correct order…
Welcome to the community, @lemm82.
I prefer to keep the "Max number of slots" field as a slider to make the UI more user-friendly. What would you like it to be raised to?
Incidentally, you can change the value manually by editing the Me…
AC won't like being moved because has a few hard-coded references to it's intended directory, but in hindsight that's not really best-practice. I'll amend things so that only one string references it, so that you can amend it if necessary.
I don't think you've understood the purpose of AC's simulating features here. It won't simulate Unity's raw inputs, but instead AC's own internal input detection.
You don't need a script to read Unity.GetKeyDown - that's what Active Inputs do for …
Please provide screenshots when describing visual problems.
Have you checked Always fit within screen? in the Menu's properties, and have you defined an appropriate RectTransform boundary?
It always impresses me how you guys invent new logic processing with variables and Actions!
Personally, I'd probably approach it through scripting - a custom trigger that reads the object's position when entering. A dot product between the Trigger…
Sure. Also be aware that any changes you make to Manager fields are kept when the game is exited, so you'll need to also set them to their default values when the game begins. You can do this with custom Actions placed in your game's "ActionL…
1. If the Is visible? toggle is checked, it won't work - it needs to be visible but hidden from view (e.g. with zero size). However, I'll be adding the feature I mentioned in the next update which will be out soon.
New icons can be added in the Cu…