Welcome to the community, @rlove166. Is this for a 2D or 3D game?
One way to "cheat" a floating character is to just use a regular NPC that walks on the NavMesh as normal, but have their visible graphics raised up above their origin. Th…
It's a wide topic, but on the specific topic of variables: it's a good idea to combine them when the values are dependent on one another.
For example, if IsTutorialComplete is always set to True before FirstNight, then you can combine these into a …
That's true - while you'll still want to do this to ensure builds work correctly, you can undo the change in the Editor upon exiting Play mode with EditorApplication.playModeStateChanged.
With Sprites Unity, yes - AC will be in control over the animation playback. Unless, that is, you set the character's "charState" to Custom first:
KickStarter.player.charState = CharState.Custom;
With Sprites Unity Complex, however, ani…
Assign the Panel child object as the Menu's "RectTransform boundary" field.
Among other things, the "RectTransform boundary" is used to determine the Menu's mouse-over area - so it should generally be set to a RectTransform that…
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The Drag camera will move outside, but its the MainCamera to look for - that should remain within the backround's range.
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With matching orthographic size? Share a link to the custom camera script.
I'll need more specific details. You say this "mainly" occurs during builds - is that to say it sometimes occurs in the Editor?
Is it consistent with the videos in question, i.e. the same video will always have the same issue, or only if…
In the same way that a car would tilt on slopes?
This wouldn't involve AC, but a custom script can be used to detect the angle of the ground, and tilt the character's "Sprite child" along its normal.
For smooth turning along hard corners…
The script looks like it ought to be picked up by the "Gather Text" process - see the provided CustomTranslatableExample script for a commented example script on implementing ITranslatable.
The issue looks to be that the script never upda…
The highlighting occurs in the NineVerbsInterface script, around line 90. Iterating through each MenuInteraction element, it updates the colours based on the element relying on the active Hotspot's default icon:
verbElement.uiButton.colors = (verb…
Changing the Manager field at runtime is the way to go - but use the ReplaceTexture function rather than updating the texture directly.
As it does indeed affect subsequent playthroughs, hook into the "Start game" event / ActionList to set…
Are you constraining the camera with a background sprite, or set values?
Duplicate the scene, and swap out your custom camera with AC's default Drag camera, and remove all custom scripts/cameras etc that may be a contributing factor. Does it still…
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Physically double-jumping, or just playing the jump animation in mid-air? I can't recreate either with the Sample Player.
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Removing the Jump input assignment is the intended way to disable jumping altogether. To disable it temporar…
Version 1.81.3:
* Added: Message box to the Cursor Manager if a Unity UI Cursor is assigned that does not automatically change its appearance
* Added: Functions to the MenuInventoryBox script to get the slot index occupied by a given Objective or D…
The "Hotspot Parameter" assigns the Hotspot's GameObject itself - it'll override the assignment in Set Interaction Parameters, so if you use that component, leave the "Hotspot Parameter" to none.
I'm not experiencing an issue specific to CIDs/prefabs - it works for me if I use e.g. an Object: Visibility Action to hide the child object.
Can you share a screenshot of the Action/ActionList itself?
If you can pause the game while the ActionLis…