Version 1.79.3:
Upgrade note
* If an InvInstance's data is overridden through script, its TreatOverridesAsSeparate must now be set to True to have it be considered a separate Item
* Added: If a "Character: Move to point" Action's targe…
It's a little dependent on the specifics of your project, so what works best for you may become more clear as your project develops - but AC has a few debug features to help.
So far as skipping to pre-set points in the game, you can define "pr…
It's a bit open-ended, as the default effect is based on your render pipeline and material.
What are your AC/Unity versions, what render pipeline are you currently using, and what shader do your Materials use?
If you can also share screenshots of …
Are either of the Menus set to pause the game when enabled? It may be a case of the game being paused (i.e. time frozen), so that the wait Action cannot complete.
Try adjusting the properties of the ActionList asset, either by checking Unfreeze 'p…
What is on line 946 of the PlayerInteraction script?
A little above, you should find the line:
if (hotspotMovingTo == hotspot && KickStarter.playerInput.LastClickWasDouble ())
Try replacing it with:
if (hotspotMovingTo && hotspot…
The link is private - can you make it public?
The Z-position of individual RectTransforms will have an effect in camera-space, IIRC. The best thing to do would be to pause the game when it occurs, open up the Scene window, come out of 2D mode and …
It's a case of the Canvas' Plane Distance field - which determines how far from the camera the UI is - needing to be lowered.
Unfortunately, this field only shows when the Render Camera field is also assigned - which isn't the case when dealing wit…
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If it's working, you may wish to leave as-is - but AC does have a dedicated Timer system you can access with the Variable: Set Timer Action.
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One thing that occured to me while writing the above is that the Character: Move to point A…
Re-watching your video, it does look likely to be a pivot issue - EverlynSkeleton has a local Y-position of -2.4, which I'd expect is the same height error difference you're seeing with the Sorting Map's position.
You might have luck moving both th…
In that case, you should be able to just uncheck Run Conversations in first-person, in the Settings Manager's "Interface" panel, for camera-changes to be respected.
Welcome to the community, @moral3jo.
There's a fair bit to unpack here, but it seems to me like it essentially boils down to two main areas:
* Moving NPC characters on their own accord when left to their own devices
* Temporarily pausing this beha…
Are you using First Person mode? AC will revert back to the First Person camera automatically when in gameplay.
You can temporarily come out of first-person movement using the Engine: Manage systems Action).
Otherwise, by "conversation"…
The Drag camera relies on the change in cursor position, rather than the position itself.
You could try checking Follow cursor? in a regular GameCamera2D, but it may not give the exact behaviour you're looking for.
If you wanted to go the custom r…
That's a smart solution! It's possible to use a script-based approach instead, but your way makes it visually clear from a design / debug view.
For the script approach, you could try attaching a Hotspot with a Use interaction, and then running tha…
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That'll be correct for a 2D scene.
I wonder if its pivot-point related. Are your character's root object, and "Sprite child" object, both positioned at their feet?
Try moving the Sorting Group component to the root.