The Player will fall if the following conditions are met:
* The Player is subject to gravity
* The Player is not over a floor collider
* The game is unpaused
Is the Player falling because they are spawning in the wrong place, or because of some ph…
Outside of AC, I could only point you to Unity's own guide here, or suggest a search of Unity UI tutorials on Youtube.
Having AC work with Unity UI, and setting up your UI to render with a specific camera, however, should be independent. AC won't …
You can have a custom script run events when the item is selected/deselected, to handle things such as the turning off the associated Hotspot:
using AC;using UnityEngine;public class RopeEvents : MonoBehaviour{ public Hotspot linkedHotspot; p…
Is this for a 2D or a 3D game, and does the second Player appear correctly if you make them the default instead?
Check that the second Player's graphic is not offset from the root position. If they're 2D, their "Sprite child" should have…
It's a level of customisation that Unity UI is intended for - AC-based menus are best used for rapid prototyping.
Unity UI is available as a cursor-rendering option - see the Manual's "Unity UI Cursor rendering" chapter - however, additio…
The behaviour shown in the video suggests that the Remember Portrait component is not loading correctly - I don't see any issues with the Triggers / Actions.
Replace the script with the following, which prints messages into the Console when saving/…
Are you working with asset files, so that the Constant ID numbers are necessary? The AssignFile function has the animatorsConstantIDs and animatorsParameterIDs parameters the wrong way around.
Since parameters aren't being assigned in ShowGUI, ani…
You can use Debug.Log statements inside your various event hooks to print messages in the Console - this will help work out which ones are being run and when.
If the logs are showing at the intended time, but the animation isn't behaving properly, …
You can read the GetMoveSpeed function:
AC.KickStarter.player.GetMoveSpeed ();
For a run-down of all available functions and variables for characters, see the Scripting Guide's entry on the Char script here.
Filepaths are printed in the Console/Log upon saving - on Windows, they'll be saved to Application.persistentDataPath.
You can get the data and filepaths of all existing saves from the Save-game Manager, accessed at the top of the Settings Manager.
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I'm saying that it's similar to Hotspot interaction when you use Context Sensitive.
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You can use the Clicking an Item without dragging Examines it? option to allow for left-clicks to examine an item, but you'll need to move back to t…
Whether the characters are Players over NPCs will have no bearing on the issue - I only mentioned that as a convenience for working with multiple characters in general.
If you can PM me your project as a zip file and point me to the way to view the…
Right-click is the default - as it is with Hotspots in Context Sensitive mode.
Move your Examine interactions to their Use interaction fields to have them respond to left-clicks.