@armaan Would you mind giving this script a test? It's an adaption of your changes with some tweaks:
using UnityEngine;#if ENABLE_INPUT_SYSTEMusing UnityEngine.InputSystem;#endifusing AC;namespace StarterAssets{ public class StarterAssetsInputs…
Are you using Input System or Input Manager for your input handling?
The issue may be that AC relies on mouse input when testing touch-screen games in the Editor, and - if I understand correctly - Simulator mode is still considered "in Editor&…
Your clicked parameter is not being stored as the slot index, but the slot ID, which are not always the same.
Change the Save: Manage saves Action's Save to delete to Set Save ID.
You'll want to move the Player using the Character: Move to point Action, not the Hotspot's Walk To Marker option, with Wait until finish? unchecked. The Camera: Fade Action should then have Wait until finish? checked, followed by the Scene: Switch…
Are the parameter values correct at runtime?
Since your Hit state is the default, you'll need to ensure Can Transition To Self is checked in the transition's properties so that it can re-start the Hit state if it's already playing.
What are your AC/Unity versions, and what platform are you building to?
Is the background music that plays a part of either the 2nd or 3rd scene, suggesting it's loading but not visible?
Are you loading scenes via Build Settings, or via Addressabl…
Welcome to the community, @LenaB.
To understand the situation: do you have both the Mobile Joystick and Input System Integration templates installed, such that you're looking to control your character using the on-screen joystick, with Unity's Inpu…
Third-party assets won't show inside Unity if there is a compilation error.
The error is coming from the presence of the AnimEngine_Sprites2DToolkit script file, which is deprecated and no longer a part of AC.
Delete this file, and AC should re-co…
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Can you share a screenshot? The only one I've seen is that of the Input System Integration.
Bear in mind that when importing Templates into an existing project, all are shown - 2D and 3D included.
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Hard to say. But, the integratio…
Version 1.85.2:
* Added: Support for URP in 2.5D games - the URP_25D component is automatically added to the MainCamera when creating 2.5D GameCameras
* Added: Minor tweaks to first-person movement
* Fixed: Group context menus not showing in Action…
Replace the _Update function with the below. If it works, I'll make the same change to the official release:
public void _Update (){ if (detectionMethod == TriggerDetectionMethod.TransformPosition && gameObject.activeInHierarchy) { …
Welcome to the community, @BowserKingKoopa.
A bug, unfortunately. Thank you for letting me know - and apologies for your trouble.
I will need to look into this properly, but in the meantime you should be able to prevent this by opening up AC's Pl…
If you uncheck Load when click on? / Save when click on? in your SavesList element, AC will no longer process the clicked slot. It will, however, run the assigned ActionList and set the Integer parameter to the clicked slot value.
See this tutoria…
Where is the Player in relation to the Trigger? If the Trigger is above or below, the returned value may well be correct.
What was the underlying discovery you made that led you to this line?
What are your AC/Unity versions, and what platform are you saving to?
Is this occuring in the Editor, or in builds?
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Unsure. Best to run a build on a separate machine if possible.
Your character's chosen "Animation engine" only affects the playback method of animations. The animations themelves are separate, and they can affect other sprites in the Hierarchy.
An AnimationClip asset can animate the properties of an…