If it's only showing "Import" and "Re-download", it's likely you've already got v1.83 downloaded. You can try importing it into a separate project to be sure.
If data is being lost upon importing - are you relying on the 2D Dem…
Welcome to the community, @davegnt.
The top navigtion bar, and the button in the bottom left, are the Inventory and InGame menus respectively. They're both part of AC's default interface, which is independent of any scene, and loads automatically …
Don't attach the script to any existing objects. Instead, create a new Empty that's an immediate child of Karagiozis, and attach it to that. Make sure that it's local position is 0,0,0.
Then, make MainController and Body both children of this new…
Is this associated with a character, or a regular object in the scene? And are you using Unity's Animator component?
What animation gets played by default is determined by which animation is marked as the default in the Animator. You can create a…
Object: Call event won't update its connection to the instance of your UI in the scene - it'll only ever affect the original prefab.
Instead, you can use Object: Animate, and set up an Animator on your Canvas with animations that show/hide your Ima…
Welcome to the community, @grinseengel.
The Console will often be able to report details if an animation cannot be played - is anything showing in that window at the time the Action runs?
One thing to bear in mind: though they share the same sprit…
It should be possible with an Active Input, which is a way of running ActionLists when a specific input is pressed.
Create an input mapped to an input listed in Unity's Input Manager that has a Positive Button value of "mouse 0" (LMB), an…
Ultimately, if your configuring the game as being 3D, then characters will attempt to turn towards their movement direction.
If that's the main issue here, then what you can do is move the visual aspects of the character (Animator, Skinned Mesh Ren…
I have no such message in my inbox - but if PM me a link to download, I can get it that way.
You should be able to run Cutscenes from Start in a custom script, but you'll need to ensure your own script's Start function is called after AC's. Try se…
If you enable the AC Status box at the bottom of the Settings Manager, it'll show debug information in the upper-left corner of the Game window at runtime.
This'll include the game's current state (paused, cutscene mode, etc), as well as any Action…
The ActionList's Marker2D parameter is separate from the Variables component's Marker2D variable, and the latter isn't necessary.
You need to ensure that when the ActionList is run, the parameter value is set to the correct Marker. You can do this…
It's not due to AC. Your script is setting the min/max values in the Start function - i.e. when the scene begins.
Detecing the "right clip that is playing" is open ended - multiple clips can play at the same time, technically. Are you l…
Welcome to the community, @ioannis.
Love the idea! Very unique style and looks a lot of fun.
Setting the Turn speed to 0 is the intended way to prevent AC from turning the character. Are you having further issues with this set?
If so, it is pos…