To allow for this behaviour on touch-screen, attach the following script to your Player and fill in its Inspector:
using UnityEngine;using AC;public class AutoShowInteractions : MonoBehaviour{ public DetectHotspots hotspotDetector; void Updat…
Are both scenes added to Unity's Build Settings, and what is the result of manually running the Trigger by clicking its "Run now" button in the Inspector while in Play Mode?
I'm not quite clear on your meaning - is this to say sounds play more often over time? If possible, and video you can share that shows the issue would be appreciated.
Which animations have you added events to, and how is your Blend Tree set up?
Switch to Unity UI for your Menu's rendering, so that you can use an Animator component to control which background is displayed.
Make use of an Integer Animator parameter to control the transitions, using the same values as your puzzle's Global Va…
The Head Layer in the NPC Settings refers to the Animator layer - not the Sprite Renderer's "Order in Layer" value. If your Animator has 2 layers - Base and Head - then set the "Head Layer" field to 1.
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Check that the co…
It's certainly worth trying. A custom script can read the input device, but the issue is more down to detecting whether the user used it or the keyboard.
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As in, the Animator's Head layer is empty? That'll be where head animations are played from.
These animations will need to be new ones, as they'll need to animate the head object only - not involve the body sprite. After creating an anima…
What are your AC/Unity versions, and cursor rendering mode? An item being selected shouldn't affect the Hotspot's size.
Select the Hotspot in the Hierarchy and enable Gizmos in the Game window to visualise its size while playing. If it's not inte…
It may be down to your Canvas Scaler component, which is set to Constant Pixel Size mode right now.
Put the animation aside for now, and try Scale With Screen Size mode.
If your Hotspot's Inventory interaction contains an Inventory Item parameter, you'll have the option to assign it as the used item in its Inspector.
The [paramlabel:X] token can then be used in your Action to display it's name.
Input Manager's very limited in terms of what it can tell you - you can use Input.GetJoystickNames togl get details of what's plugged in, but not what was last used.
Inout System is better at these details.
My mistake. I do mean the root parent, as you've already done.
The anchor points aren't correct, though. If the boundary spans the full screen area, they need to span from 0,0 to 1,1
ChangeRelativeVolume is only available for individual Sound objects.
Globally, you can switch over to Audio Mixer Groups for volume control, and then switch to a snapshot with lower attenuation.
https://adventurecreator.org/tutorials/working-a…
You can use Variable tokens to insert dynamic content into text boxes.
[var:0], for example, will show the value of Global Variable "0".
If this variable is a String, you can set this value - using Variable: Set or a custom script - and …
Attach the Auto Correct UI Dimensions component to the root - see the Manual chapter of the same name for details. This component is used to keep UIs consistent when the aspect ratio is forced but the user views in a window that differs.
Are you using Unity UI? You can control the appearance of selected Buttons using the Transition panel in the Button component. An Animator that shows/hides a green outline that's on a child Image could do this.
You just need to delete the mentioned script file: AnimEngine_Sprites2DToolkit. This was deprecated a while ago, but if you didn't remove it earlier it will still make reference to the removed fields.