I'm not planning on making changes that would affect the existing system - at least not intentionally.
My approach on this would be to introduce a "Tag" system, where save files can be assigned a Tag - either through the SavesList element…
This won't involve AC, but you can use Unity's URP 2D lighting system to achieve textured-shadows on sprites.
https://unity.com/how-to/2d-light-shadow-techniques-in-the-universal-render-pipeline
See the "Sprite" light type - this allows …
I'm not totally clear on the difference between phase one and two. Does phase two involve drawing a line across many dots, with a single click/finger held down?
You'll need to rely on custom scripting - though you could potentially rely on AC's Ho…
As the available resolutions is dynamic, based on the machine the game is running on, they must be used to populate the Cycle element at runtime. In the tutorial, this is done within the GenerateResolutionCycleOptions function.
This is an old post…
Is that the only Console error that shows? Share all of them if there are more - including their stacktraces, which appear when you select them. The stacktraces help to learn not just what the error is, but what's calling it.
The error you're get…
(Quote)
The Player prefab you assign in the Settings Manager will always be spawned unless there is a local Player in the scene. To hide them you can either:
* Position the scene's Default PlayerStart out of view
* Create a new empty GameObject an…
(Quote)
I was referring to the same GameObject that the Animator component is attached to.
If you're using the Object: Call event Action, the functions will need to be public - just add the public keyword to the front of both functions.
This Actio…
Your script registers itself with the events when the scene starts, but doesn't appear to un-register itself when the scene ends. The Event Manager will attempt to call your script's "itemHover" function, but it won't be able to find it o…
The Custom Event system is separate from Actions - see the tutorial I linked to above, as well as the Manual's "Custom events" chapter for details.
Custom events can be make use of either through scripting (as above), or with the Events E…
It's possible - but you need to switch over to Unity UI for your Menu's rendering. Unity's Image component can make use of sliced sprites - but the ImGUI system (which is the basis of AC rendering) cannot.
The Manual's "Unity UI menus" c…
You can do it - but only through script. A dialogue option's "already used" state can be accessed from its hasBeenChosen variable.
To access a specific dialogue option, you can use the Conversation component's GetOptionWithID function. …
If the Player was falling through the floor, it sounds like the game thought it was a 3D game, and not a 2D one.
This is set in the Settings Manager's Camera perspective setting. It might be that it wasn't saved somehow, or the wrong Settings Mana…
How do things look in the Scene window? Is the Background missing from there as well, or is it a Camera issue?
It may be that the Camera is positioned in the same Z-position as the Background, causing it to not be visible.
Be sure to attach a Con…
What's your AC version?
Volume levels from spawned "Sound" components should sync up with the game's Options, but you'll need to rely on the Sound component to play any audio: using the AudioSource's Play On Awake option will bypass the s…
What are the settings for the Action? Are you playing from a specific AudioSource, or assigning an optional Position Transform?
If neither, the sound should be played at the Camera's position. If the Camera is moving, though, the sound will remai…
If you're using AC as the Menu's Source, you'll need to have set all the elements' Position properties to Aligned, and the InventoryBox element's When slot is empty property to Disable Object.
These two changes will cause each element to be positio…
Through scripting, you can check if the Player is running with:
AC.KickStarter.player.isRunning
If you want to make this check at the point the user double-clicks in the scene to run, you can hook into the OnPointAndClick custom event. This could…
Separate discussions are preferred if possible - as it aids others searching with similar issues.
The Player: Constrain Action can be used to limit vertical movement.