Hi! When I've purchased the Asset I've read that it was possible to create a Telltale Game style adventure. Is it really possible, even using 2D? I'm trying to do a dialogue heavy adventure, with no puzzles. Thank your for your kind answer.
Yes indeed! AC works in both 2D and 3D. If you're just getting started, I'd recommend going over both the 2D and 3D tutorial videos. Even if you're only interested in 2D, the 3D video also covers some slightly more advanced topics that also apply to 2D games.
Okay, thank you! I'm a bit in trouble with creating the animations. I own the 2D toolkit and I'm not able to create an animation clip. Can you help me somehow?
Ok, I've found the Player Inspector. What I need to assign to it? And to the Standard 2D Animations? I can't find any any documentation.
But there is a simple way to create an animation like the ones provided in the 2D Demo (Brain?). Even without 2D Toolkit. I'm having a really hard time at this, even if I've created all the sprites manually.
Once you've created an Animator Controller and assigned it in your character sprite's Animator component, you can open up Unity's Animation window to begin creating animations. A text-based tutorial for creating 2D characters can be found here.
Also, @zeek has just published a nice new tutorial on creating animations and using them in AC here. You may find it especially helpful if you're just getting started with Unity.
It's also worth getting to grips with the way Unity in general works before working with AC. A series of tutorials on how Unity's animation system works can be found here.
The image isn't showing - is it hosted on another site properly? This forum doesn't allow for hosting directly - you have to provide links from other sources.
If you want to show a full-screen movie that you've exported from AE, you can use the "Engine: Play movie clip" Action.
The collider has an x and y offset that you can use to get it in a postiion you want? see it on the image, bottom right, 2 from bottom.
It might be safer to make sure your character is all set to 0,0,0 and this should make the sprite etc centred to where the collider is. May still require a tweak to the offet of the collider.
Indeed, thanks @klarax - looks like the circle collider's in the centre of the object, and what's offset is actually the sprite (which should be a child object). Reset the sprite's Transform to (0,0,0) - this is a crucial requirement of 2D characters.
I'm still having some problems with the sorting map. I followed the tutorial step by step, but I still can't manage to make the character walk behind and in front of the tree. As you can see, I've created a sorting map, and I've attached the follow sorting map to the character. But the character doesn't seem affected in any way (and when I move around the order doesn't change dinamically either). What can I do?
Forgot to post this, I also get this error in the log:
FollowSortingMap on Agatka must be attached alongside a Renderer component.
If I attach a Sprite renderer to the GameObject Agatka (which is the parent of the child sprite), I get a superweird error: the character can't walk on the scene. This appens also if I select Sorting Layer in the Sorting Map Script. What am I doing wrong?
Edit: Sometimes I manage to get my character moving in front of the tree and behind, using the setup in the screenshot. But I don't really know how to do it. I've also tried to position the Area under the tree, but the spot in which the character is walking in front of the tree still doesn't change position. Help me, please. ;_;
Your first of these two screenshots was the correct way to have your Sorting Map set up. The error you were given was telling you to place a FollowSortingMap component on the same object as your Renderer - i.e. the Sprite Renderer on your Sprite child.
Remove these two components from your parent GameObject, and make sure both your Sprite Renderer and Follow Sorting Map components are on the sprite child. Also make sure your Sprite child is assigned in your character's (Player or NPC) Inspector.
Open up your Console window - anything in there to take note of?
The screenshot doesn't show the shape of the NavMesh - what's it look like?
Check that your Movement method is Point And Click (Settings Manager), you Pathfinding method is Polygon Collider (Scene Manager), and that your Player's Sprite child has (0,0,0) as their position (Transform component).
Comments
If you mean with integrating 2D Toolkit animation into AC, have a look at Section 3.8 of the Manual.
Character engine field in the Settings Manager.
The setting you actually want is the Animation engine popup in the Player / NPC Inspector.
Also, @zeek has just published a nice new tutorial on creating animations and using them in AC here. You may find it especially helpful if you're just getting started with Unity.
It's also worth getting to grips with the way Unity in general works before working with AC. A series of tutorials on how Unity's animation system works can be found here.
It might be safer to make sure your character is all set to 0,0,0 and this should make the sprite etc centred to where the collider is. May still require a tweak to the offet of the collider.
Remove these two components from your parent GameObject, and make sure both your Sprite Renderer and Follow Sorting Map components are on the sprite child. Also make sure your Sprite child is assigned in your character's (Player or NPC) Inspector.
The screenshot doesn't show the shape of the NavMesh - what's it look like?
Check that your Movement method is Point And Click (Settings Manager), you Pathfinding method is Polygon Collider (Scene Manager), and that your Player's Sprite child has (0,0,0) as their position (Transform component).