Apologies for the post temporarily being hidden - it can happen sometimes if you edit a post. I've verified your account, so it shouldn't happen again.
Just so I'm clear: this issue is about wanting the input method to only change to Keyboard Or C…
It's likely that the Camera is too close to the wall and it's clipping through.
Try raising the GameCamera Iso component's Y Offset value. To keep the player in the same position on-screen, you'll need to increase all Offset values by the same pro…
I can't recreate similar behaviour with that of the 2D Demo's Player, Brain2D.
What are your AC/Unity versions, and are you getting any related Warning messages in the Console? If an expected character animation is not found, it should report so.
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The other advantage of this technique is that you can condense the data-saving aspect into a single component - Remember Animator (or Remember Variables, if you're linking the parameters to variables). This'll allow the costume changes to be restor…
I've made some adjustments to the package - re-download the Mobile Joystick template and import it.
You won't need to re-apply the Template - importing the scripts is enough. However, you will need to lower the Effect scaler field again, as I've m…
You're welcome to request for paid assistance here.
If your characters are 2D, but the scene uses meshes, then a standard 3D game should be your starting point. Sprite-based characters can exist in 3D games: just use 3D physics components if you n…
Thanks.
This is an issue limited to AC-sourced Subtitle menus - Unity UI should display OK.
To fix, open up AC's Menu.cs script, and add the following to the end of its UpdateDEfaultRectTransformLocalPosition function:
else if (!UnityUI ()) hasMo…
Welcome to the community, @RAFF.
Is the main issue that of the UI, as each character would have their own options? I think I'll need details on how you're achieving that for the single-character. If any custom scripts are involved, share those as…
The script can be adjusted to have it snap to the Player whenever they themselves teleport to a Marker / PlayerStart.
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I'm referring to the "Interaction method" setting, i.e. Context Sensitive etc.
As the three scripts are all int…
Welcome to the community, @rome.
I've tested this on my end, and it looks like it might be that the default settings cause it to turn - just very slowly.
In your Mobile Joystick prefab's "Joystick UI" component, try raising the Effect sc…
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It does - it'll need to be reworked to adapt to different PanZoom components.
Though, we now have a conflict with PanZoom and ResetDragCamera - since both are now controlling the position of the camera.
Another rewrite may be necessary.
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ClickUpToMove is camera-independent. You'll only need one instance of it present the scene, and it'll work regardless of which camera is active.
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You can use the GameCamera2DDrag's SetPosition function to re-centre the camera based …
Welcome to the community, @Phantasie.
Apologies for your post being temporarily hidden - it was mistakenly auto-flagged as spam, but I've verified your account so it shouldn't happen again.
It's best to avoid editing AC's core scripts. Rather tha…
Welcome to the community, @skidrenz.
"One-shot" audio is played independently of other sounds - if you want each sound to interrupt the previous, you'll need to use a dedicated AudioSource that will stop the previous when a new is played.…
Welcome to the community, @minddrawer.
The sound assigned to the scroll-audio field is more intended for a single character - i.e. one very short that can stop naturally at the same time as scrolling ends.
However, you can end it manually with the…
Indeed, it's a system with a lot of quirks.
This alternative to MouseTest should do away with the need for a separate component attached to each Button:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.InputSystem.LowLevel;using U…
When did you last download the integration package? It was recently updated with a fix for this issue.
Try downloading and re-importing the package again.