As in, via the Inputs menu?
Each direction will need to have its own entry in the Remappable Actions array, with its "Binding index" set to the individual input.
For example, two entries linked to Horizontal, one with index 1, another wi…
I've looked into this - thanks for bearing with me.
What's occuring here is technically correct. The rotation input being fed to the PickUp is always the same - the effect of the constraints happens afterwards.
Looking down from above, dragging s…
This has since been fixed in recent releases.
To fix without updating, open up the mentioned script file, SpriteDirectionData, and remove the [SerializeField] on line 25.
Is A Star 2D also jittery in the Editor? Try running the Profiler to see if spikes are appearing - if so, select one and share a screenshot of its hierarchy.
I can't reproduce such behaviour with the example scene.
Does this also occur when you save/load the game after making changes, rather than exiting the scene, and when did you last download the package? Though it wasn't updated too recently, if yo…
I believe having post-processing affect a UI is a case of setting the Canvas prefab's Render Mode to Screen Space - Camera.
If you want to prevent the Title menu from pausing the game when it turns on, uncheck Pause game? in its properties in the M…
Try switching the scene's Pathfinding method to A Star 2D - it behaves a little differently, but is much faster when it comes to more complex NavMeshes.
What are your AC/Unity versions, and can you share screenshots of your setup and/or a video showing the rotation effects you're getting? The PickUp component should allow for rotation along all axes.
This component is more designed for object-exam…
Don't attach any further components to the pieces - Remember Arranging Piece ought to save both their position, and slot. The slots, however, will need to have Constant ID components attached.
Is the Console reporting any relevant info?
You could potentially leverage existing Hotspots and Interactions, but you'd need to script an entirely custom Hotspot detection and run system that allows for multiple Hotspots to be selected and run independently. By design, AC only allows for a …
Yes - the Status box in your screenshot shows the game being in Cutscene mode, caused by the in-scene Cutscene running.
The Cutscene either needs to be set to run in the background, or stop running when the asset is called, and re-run it once the a…
Use the "/" character in your variable names to place them in categories, e.g.:
* Act 1/Variable A
* Act 1/Variable B
* Act 2/Variable C
This will cause them to appear as children in drop-down lists:
You can group variables up into sub-categories using the "/" character in their names, for example:
* Act 1/Variable A
* Act 1/Variable B
* Act 2/Variable C
When appearing in drop-down lists, such variables will be nested in their catego…
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Is this to say the Action in the ActionList Editor is highlighting to indicate it's running?
Does the Action override the Conversation's options, and are there any other chains / ActionLists running at the time?
Check both the Console wind…
That's correct. The icons you're seeing are from the Interaction menu.
How these link to the icons in the Cursor Manager can vary based on settings, but by default - if the Menu is Unity UI-based - then the icon is set within the Image component o…
Items are spawned via the Custom Inventory component, which is attached to the example's Player prefab.
When the Inventory menu turns on, this component spawns the "Linked prefab" assets of all currently-held Items.
They would need to be separate Button objects in your UI, but since they use icons and not text, you can link them to a single separate SavesList element so that the number of slots matches that of the "proper" slots on the left.
For this…