Welcome to the community, @Henrique16.
Aside from the Manager windows and scene objects, you can run additonal logic using events - either through code, or with the Events Editor.
The Events Editor is available in the top toolbar, under Adventure …
Odd behaviour - and not one I can recreate.
If you set your Project/Player settings Active Input Handling to Both, it should be possible to move ShiftRight to Input Manager exclusively - does it respond then?
I don't see any issue with the code, but the same on my end works fine.
Is the Footstep Sounds component set up on the NPC in the same way that it is on the Player?
Sorry, I need more detail on what you're after - can you elaborate, ideally with screenshots/mockups?
If the icons you're looking to show are interaction types (look, use etc), then you can use an Interaction menu - see the 2D Demo as an example.
There's no "wrong" way to do it - the character wizard windows are just a convenience tool. It's essentially just adding the components for you, so it's still possible to add them manually.
For a custom 2D character, it's probably easies…
Welcome to the community, @m0rph1y.
The Highlight component has "Test" in its Material override field, which means it'll look for a Float property in the shader that goes by this name.
The object it's attached to uses the Standard shader…
I can't recreate such an issue.
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Is this to say that the EventManager's Call_OnRequestFootstepSounds function is called, but the event isn't fired? If you can share your custom script, I'll take a look.
The 2D Demo doesn't use Unity UI, so you'd need to create UI prefabs for them as well as incorporating TextMesh Pro. If you want to test things out with a demo game, better to use the 3D Demo as this includes the use of Unity UI for its Menus.
Usi…
The NineVerbs template's interface is made up of the Conversation, Subtitles and Verbs menus. Delete these to prevent them from showing.
The default equivalents of these Menus, as well as Hotspot, Inventory, and InGame, will have been suppressed b…
The use of the same keys elsewhere shouldn't affect it - is this to say that removing them from CursorHorizontal, rather than remapping ShiftRight, causes it to work?
This may be a Input System behaviour. Is there any change if you set the CursorH…
The Character: NPC follow Action can be used to have an NPC follow the Player. The fields within it can control how frequently they move, and how close they get.
If you need the NPC to follow the Player across scenes, you'll need to enable Player …
Remove this code block from the AnimEngine_Spine script:
if (action.changeSound){ if (action.standard == AnimStandard.Walk) { if (action.newSound != null) { character.walkSound = action.newSound; } else …
If Input.GetAxisRaw is returning 1 with no other input device, then the issue is on the Unity side. You may have better results with Input System, though you'll need AC's integration package on the Downloads page to use it.
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As in, the Copy angle after? option? Shouldn't do, but you can test this with an Engine: Wait Action in between the two Actions.
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Try it for the prejack animation, naming it prejack_R and checking Add directional suffix? in the Acti…
Does this occur if you temporarily remove the non-gamepad Vertical inputs from your Input Manager? You can rename them to e.g. "Vertical_Unused" to prevent deleting them.
In the Debug.Log statement, replace "InputGetAxisRaw" wi…
What are your AC/Unity versions? I'll also need to see the Animator and the ActionList that triggers it.
Is this a case of the animation playing for one frame in the wrong direction before flipping, or the flipping occuring a frame before the anim…
Where are you finding mention of a "Diagonal sprites?" option? An old forum post, or is it in the Manual?
This was an old option in the character Inspector, but it's since been replaced with the Facing directions dropdown that gives you …
Nothing springs to mind, I'm afraid.
If you have a stripped-down scene that works, best to use that as the basis for any new scenes by copying it each time you want a new scene.
If you have a broken scene with already-created Hotspots, logic etc, …
The Save: Check Action can check the number of saves present. If there are, run a Save: Save or load Action to run the "Continue Game" command.
If not, run a Scene: Switch Action to run your opening scene.
Welcome to the community, @darkling.
It really depends on what you want options you want to show in the radial menu - what is it you want to be able to select?
Having a Menu appear when right-clicking is certainly possible - create a new Input in …