No need to animate anything or use menu for that. I have tons of these collectables in my game.
Add Player component to your collectable and possibly Movable if you want it also to scale up/down, add Marker on the screen where it should go to. Once picked call an action that sends it to your marker Character : Move to point.
Cherry on the cake, child a particle emitter to your collectable so when it moves it leaves a nice star like trail.
You add markers from where you add all AC stuff. AC tab next to the inspector tab, in scene AC tab on your right side of your screen. Your marker is a final destination and it is a separate object the only purpuse it has is to tell your objects where to move. According to your picture it should be placed where white number 1 is.
In case you want your item appear in the middle of the screen. You would need to create a dummy collectabe object right there ( since you would have 1 as a small one somewhere on your screen that you click on or your character picks up), set it invisible or add Sprite Fader component if you want it to fade in and set opacity to zero.
Character : Move to point should be in your actionlist!:) it's an action!
You trigger your hotspot ( I don't know how you do it) by the mouse click or your object/player/character collides with your collectable object. You need to set what interaction it should run in your hotspot or trigger that is placed right where your little collectable is. interactions, actionlists, cutscenes are all the same things, different names but do the same thing they run your actionlist. And then your actionlist should run.
This is how AC works. Or most stuff in game making.
I'm afraid you haven't done any AC tutorials at all, even the basic ones. Since you ask questions like how to add marker, how to add an action, where to put interactions...
I said you need to set your interactions in your hotspots or triggers... You set invisibilty either by unchecking that Sprite Renderer component or adding Invisible component to your object. In case you want it to fade in/out you will need to add Sprite Fader component and click on color of your Sprite Renderer component and set the opacity to zero. Then you can manipulate, give orders what to do with these components you added in your actionlist/interaction. For this you create a hotspot and an interaction , you link that interaction to your hotspot. In Interactions you add actions, all what is added/done there is called an actionlist.
Anyway it is better for you to go through some basic 2d tutorials. It will make your life easier, really.
Because whatever help I offer you, you don't understand. I think all of us went through the tutorials and the documentation. There, watch this tutorial and particulary 29:04 - Hotspots and Interactions, but I suggest to watch it all.
So you can get a real picture of how AC works.
Don't get me wrong I'm not being a samrtass that tells people to piss off and do tutorials before you post anything about your problems.
I want to help you, but without your basic knowledge it would require to go through every little single thing.
If you've set up your animations to take advantage of Mecanim parameters, then you can indeed use the Object: Animate Action to control those parameters.
Comments
I have tons of these collectables in my game.
Add Player component to your collectable and possibly Movable if you want it also to scale up/down, add Marker on the screen where it should go to.
Once picked call an action that sends it to your marker Character : Move to point.
Cherry on the cake, child a particle emitter to your collectable so when it moves it leaves a nice star like trail.
Your marker is a final destination and it is a separate object the only purpuse it has is to tell your objects where to move. According to your picture it should be placed where white number 1 is.
In case you want your item appear in the middle of the screen.
You would need to create a dummy collectabe object right there ( since you would have 1 as a small one somewhere on your screen that you click on or your character picks up), set it invisible or add Sprite Fader component if you want it to fade in and set opacity to zero.
Character : Move to point should be in your actionlist!:) it's an action!
You trigger your hotspot ( I don't know how you do it) by the mouse click or your object/player/character collides with your collectable object. You need to set what interaction it should run in your hotspot or trigger that is placed right where your little collectable is.
interactions, actionlists, cutscenes are all the same things, different names but do the same thing they run your actionlist.
And then your actionlist should run.
This is how AC works. Or most stuff in game making.
I'm afraid you haven't done any AC tutorials at all, even the basic ones. Since you ask questions like how to add marker, how to add an action, where to put interactions...
I said you need to set your interactions in your hotspots or triggers...
You set invisibilty either by unchecking that Sprite Renderer component or adding Invisible component to your object.
In case you want it to fade in/out you will need to add Sprite Fader component and click on color of your Sprite Renderer component and set the opacity to zero.
Then you can manipulate, give orders what to do with these components you added in your actionlist/interaction. For this you create a hotspot and an interaction , you link that interaction to your hotspot.
In Interactions you add actions, all what is added/done there is called an actionlist.
Anyway it is better for you to go through some basic 2d tutorials. It will make your life easier, really.
Because whatever help I offer you, you don't understand.
I think all of us went through the tutorials and the documentation.
There, watch this tutorial and particulary 29:04 - Hotspots and Interactions, but I suggest to watch it all.
So you can get a real picture of how AC works.
Don't get me wrong I'm not being a samrtass that tells people to piss off and do tutorials before you post anything about your problems.
I want to help you, but without your basic knowledge it would require to go through every little single thing.