There are a couple of Spine integrations on the community wiki. As they're both unofficial, I can't really comment on their design requirements/choices. You may wish to get in touch with the original author(s), though the floor's open to anyone wi…
While I don't have the full picture to go by, it is the case that the "glitch" effect is caused by VSync and is a general Unity behaviour rather than one specific to AC.
You can modify texture qualities within the Quality panel of your pr…
Menu: Select won't have an effect here, because Graphic elements are not selectable.
The element's properties show it as visible by default. Are you hiding it beforehand? What is the exact behaviour when the ActionList is run?
Side note: If the …
A guide to writing custom "Remember" components can be found here.
As you're dealing with simple Bool values, though, relying on Variables / Remember Variables would be easier. To get/set a variable from a Variables component, use:
var …
Welcome to the community, @FunWithPretzals.
It's not an issue I can recreate on my end, but the Template file is really just a convenience tool. You can manually install the package by placing the "Arranging Puzzle" prefab into your scen…
I think at this point the best way forward is for me to see it for myself. If you can put the shared assets (sprites, prefab, animation, animator controller) into their own folder, create a .unitypackage of it and PM it to me.
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If your ActionLists reference a Global Variable, you don't need to make any changes.
What you'll need to do now is attach an Animator to your Images object, and add 5 animations to it - that each show a different image chid object, while hi…
Try tinkering with the options / presence of the Rigidbody, i.e. using Interpolation, checking Move with Rigibody?, and removing the Rigidbody completely.
Your screenshot shows a script that references parameters, but I can't see parameters in the ActionList - is LogoInstruction element the one in question?
Side note: you can't disable a Trigger by affecting its visibility. Instead, use the Object: …
I'm not clear which part of your screenshot is the "CG menu image".
Is the image in question displayed in a separate Menu as your player's speech, or the same, and do the Menus rely on Unity UI or Adventure Creator as their Source?
Re-ar…
Speech text is displayed in the Subtitles menu in the Menu Manager.
Specifically, the character's name is shown in the Speaker element - removing or hiding this will prevent it from showing.
I believe @ACV is implementing mechanics similar to this, using a custom script that extends the "Arranging puzzle template" package over on the Downloads page. It would be worth PMing them to see if they can share any details.
Does this issue occur in the latest release? Import it into a duplicate/backup project.
Share screenshots of your updated Settings Manager and Interaction menu.
Don't rely on multiple Animator components - a single Animator, with multiple layers, can animate multiple objects/sprites at once.
Bear in mind that your placement of the Animator component affects the data in which animations are recorded. You'd…
You can't add custom Managers to the Game Editor window. The way to approach global settings is to store such data in a prefab, or have a prefab reference a ScriptableObject that contains the data.
You'd then want to spawn in this prefab when the …
The default canvas will appear much larger in the scene than the rest of your objects - but this won't affect the way it appears in the Game window.
Yes, you'll need an Animator attached to the root object - if these have the 4 animation states, th…