Thank you for your continued patience.
Are you entering in an aspect ratio of "2.37"? If so, enter in the calculation instead - i.e. "2560/1080", so that the value is more accurate. Bear in mind, however, that the UI is only c…
I'm not the integration's author, but the directional suffix being removed by the time it gets to DirectionMapper sounds correct.
From what I understand, unlike AC's Sprites Unity mode, this system involves using a seperate "Skeleton Data Asse…
When Unity UI is used for Menu rendering, they won't - by default - be aware of the game's aspect ratio, which is different to that of the screen/window.
Fixing this is a case of using the Auto-correct UI dimensions component to have it scale / rep…
Welcome to the community, @alexn. What are your AC/Unity versions?
If you select your Player in the Hierarchy at runtime, check the bottom of their Inspector - that will list all of their current Inventory items. Does it increase from 1 to 6 afte…
You will need to ensure that the Addressable key matches the asset's filename.
If you haven't used Addressables before, I recommend the Resources method I mentioned above, however.
What are your AC/Unity versions, and is narration also set to scroll? Do either line types feature audio? These factors all affect the line's total display time.
GetAllPlayerInstances will only return a List of Players found within the current scene.
For a given Player ID, you can use GetPlayerSceneIndex / GetPlayerSceneName to get AC's record of their current location.
What's your AC version? The Footstep Sounds system was changed recently with new options to change sound using raycasting.
The Manual's "Footstep sounds" chapter covers the available options. When using a 2D game, the same principle app…
Yes, you can do it with this:
var canvas = gameObject.GetComponentInParent<Canvas> ();var menu = KickStarter.playerMenus.GetMenuWithCanvas(canvas);var element = menu.GetElementWithGameObject(gameObject);
The screen resolution can't be changed in the Editor - but you can set the Game window to a specific resolution in advance to help with testing where it says "Free Aspect" at the top.
When exiting the build after setting a resolution and …
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When using Player-switching, AC will keep tabs on where each Player is throughout the game - taking care of spawning / removal duties based on what scene is open, and which scene they're supposed to be in.
This is based on its internal data…
Set the variable's Link to field to Options Data. Its value will then be stored as part of the Profile, independent of the game's regular state, alongside volume levels and language.
In order to save references to asset files, like Materials, you need to ensure that such files have unique filenames, and are placed in an folder named Resources in your Project window.
To be able to load between both states, both the new and old M…
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2560x1080 is 21.33:9 - do you get the issue if you use 2520x1080 instead?
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I need the stacktrace as well - the full text that appears underneath this error.
Have you updated the GraphicOptionsUI prefab's root Inspector with the Reso…
To be clear: these other characters are Players listed in the Settings Manager, with "Player switching" enabled?
If so, you'll need to let AC be in control over where each of the Players are. The Player: Teleport inactive Action is the w…
Limiting Active inventory FX should be a case of unchecking Show Active FX when an Interaction is unhandled? in the Settings Manager.
If it's already unchecked, or it's having no effect, share a screenshot of your full Settings and Cursor Managers …
The Player looks to be local to the scenes, i.e. placed in the scene file, not spawned in at runtime. Is that the case with the other scenes?
Uncheck "Collapse" in the Console window and check if there are any messages placed in between …
Using a Timeline-only character is a fair approach - it's the one used by the 3D Primer.
You don't need to keep the Player prefab out of the scene file if it's inconvenient, though. Rather than spawning them in at runtime, you can place the Player…
You were on the right track - users are encouraged to rely on a custom Sort Axis of 0,1,0 rather than using the Sorting Map to change sprite Order In Layer values.
The only difference with URP is that it's not in the Graphics settings, but in the I…