A couple of questions: In a new project, Universal 2d, Unity 6.3 LTS, which scene type to choose? Lit URP, URP Basic, etc? And my background is 1920x1080, when creating a new NavCam it looks correct in the Game view but get a blue screen with the UI in play mode. Changing the Projection size from 3 to 5ish make it look correct but seems arbitrary. Is this how you set the framing?
The sample Brain character in my scene is tiny using all defaults. My character will not translate or rotate in the scene (just stands there) so assume I don't need a nav-mesh. But for testing, how do you scale the character in the scene? Is that dependent on the sort/depth system?
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Typically, you'll want to choose "URP Basic" as the scene type - it'll give you a Camera but no other geometry you'd otherwise need to delete.
The camera difference between Play mode and Edit mode is often due to the MainCamera values changing. The MainCamera is the one that performs rendering (and is likely what you're seeing in Edit mode), but in Play mode it will adopt the position and camera values of your active GameCamera (the NavCam).
If it looks correct in Play mode, then it may just be a case of just copying the MainCamera's position and projection values onto the NavCam. I suspect the NavCam may need pulling back along the -Z axis. Then again, if your Camera doesn't need move at all, you can often just remove the NavCam / GameCamera and just rely solely on the MainCamera. AC might complain about the lack of one but it should still work.
AC's sample Players are set up to be scaled correctly with Unity's intended scaling system (i.e. 1 unit = 1 meter). If Brain's appearing very small, check that your background isn't overly large. In addition to the Sample 2D Player, the New Game Wizard also has a Sample 2D Scene that should similarly be framed with correct scales.
If you just want to compare its background with your own, you can drag and drop the "Room" background sprite into your existing scene. If your sprite is too large, you can shrink it by increasing the "Pixels Per Unit" field in its import settings.
Thanks Cris.
The characters will not be controlled or walk in a gameplay scene. All translation/locomotion is via mp4 cutscenes. So should the "AC Player" be created or just use a regular sprite for the "player"? If no AC Player, are there settings I need to adjust? Or is this type of game in the manual that I didn't see maybe?
The presence of a Player is completely optional. A regular sprite can be recognised as the Player by attaching AC's Player component, but it's not necessary to have one in the game or scene.
There aren't any special settings to enable this - just don't assign a Player prefab in the Settings Manager, or place one in the scene - and AC will adapt.
Great, thanks
Can the inventory be set up to perform an action when you click on the inventory object so that you do not have to drag it to a hotspot?
Do you still mean to use it on a Hotspot?
You can define a "Use" ActionList in its Properties panel in the Inventory Manager - this will run when clicked in the default Inventory menu.
If you mean to click on a Hotspot, and then bring up a list of Inventory items that you can use it with, that's a case of switching to the "Choose Hotspot Then Interaction" interaction method - the 2D Demo behaves like this when using the Worm on the Bench.
No not on a hotspot. The intent is to populate the inventory with items. With the inventory open, you hover over the item to get its name, if you click it, then an action is performed in the scene without dragging the item to a hotspot.