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If the character follows a Sorting Map that has Affect Character sorting? checked, then yes - the sprite Sorting Orders will be controlled by this at runtime.
As an alternative to using offsets, though, you can instead attach a Sorting Grou…
If the video is part of a Menu, do you want to hide the entire Menu until this time - or just the RawImage?
If the entire Menu, set its Appear type to Manual, uncheck Enabled on start?, and use the Menu: Change state Action to turn it on.
If just …
Welcome to the community, @Christopher.
By default, the presence of audio will override the display of Subtitles - it'll be one or the other.
This behaviour is part of the "Options data", i.e. a player-configurable choice. If you go int…
clipAssetID is only set if you check Save clip asset? in the Inspector - this is only necessary if you're assigning the VideoClip at runtime, as opposed to it already being assigned in the VideoPlayer in Edit mode.
Is the saving/loading now working…
I'd say so - particularly since the artstyle's lack of facial features means there are less sprites to deal with.
What you can try is a mix of bone-based animation and sprite-swapping - i.e. have each direction share the same bone set, but each dir…
Thanks for the details - I've recreated the issue.
Generally speaking, the behaviour you're pointing to is correct: if a GameObject field connection gets broken, but a CID value is recorded, then AC will search for objects in the scene with that CI…
Largely so - though a more robust Spine integration can be found here.
The first things to decide are your choice of animation (Unity's animation system, or Spline), and whether you need a separate rig for each direction or not.
If you're keeping …
To get it working with Perspective cameras, replace the Drawable script's:
Vector2 mouse_world_position = Camera.main.ScreenToWorldPoint (Input.mousePosition);
with:
Vector2 mouse_world_position = Camera.main.ScreenToWorldPoint (new Vector3 (Inpu…
You don't need to place two tracks end-to-end like that - a single track spanning the full length will do it.
If the curved line at the intersection is another track to connect to, you can create a connection point around halfway along the single s…
So the RenderTexture is displayed in an Image component on the Canvas?
The Remember Video Player component will save the playback state of the Video Player - it should be enough.
Is the Canvas registered as an AC Menu, and - if it's a prefab - doe…
Revert any changes made to the CustomInventory script and replace the code block:
KickStarter.playerInput.forceGameplayCursor = ForceGameplayCursor.KeepLocked;KickStarter.playerInput.canKeyboardControlMenusDuringGameplay = true;
with the following…
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Best to deal with one issue at a time - we'll come back to that after the Inventory.
The code you've commented out is to do the opposite of what you're trying to do in your video, i.e. select with the joystick, as opposed to pressing the in…
It looks like this is more to do with the two ActionLists being linked. Did you duplicate "1" to create "2"?
If so, if you manually create "3", add the same Actions as "2", and then have "1" refere…
What's the specific issue you're having?
If you want the red dot to be moveable both back and forth between the tracks, you'll need to set up the "Connected track" fields on both.
Make sure that the "Centre position" is correct…
It's not strictly via Actions, but an Objective will need to be made active before it will appear in RuntimeObjectives.
Similar to the way Inventory items are transferred from the Inventory Manager to RuntimeInventory, Objectives are transferred to…
Rather than placing the Player temporarily in the scene, try locking the Cutscene's Inspector and then opening the Player in prefab mode so that you can assign the Container's "source" prefab into the Cutscene field - does it then work?