Yes that does go huge, but do you really need the video portion to be in 720 HD?
VHS managed quite well with 240/250 lines :)
You can probably get away with reducing the frame rate to about 20
You can also pull the cheat for fitting widescreen in a …
Best way would be to output your sequence of frames as a numbered sequence and make them into an animation. Just as you would any chraracter sprite.
If you need to have a soundtrack then you'll need to build/rebuild that separately.
This isn't much …
I switch between a 2D game and 3D scenes for some interactions. The player stays in 2D however so I haven't needed to shift how the moving and turning etc works.
Ok. It works like this:
Case A1) You have made the player leave Scene 0 and go to Scene 12) when trying to decide which player start to place the player at there is a check to see where the player came from (in this case Scene 0) and so it starts th…
1) Yes that's the way to do it.
2) Player position is dictated by the PlayerStart marker. Previous Scene is a value in this game object which tells the present scene which PlayerStart to put the player at. This corresponds to the scene number in Uni…
1) I too had hardware cursor issues but they occurred in the editor playback. Chris has said there's a fix for it in the next version. Should be out soon, see what happens then.
2) If you have 7 frames you should make sure your png divides into 7. S…
The thing is, anyone who has paid and bought can testify to how CHEAP this asset is for what it gives. Of course while it is flexible it is made to do what it does so it's understandable to be cautious about whether it will do what you want/need.
W…
Glad to hear but I'm not sure having at 0 will be the best approach. I don't know (Chris will of course) if there's anywhere in the code which multiplies or divides by that value. Either way you would at least want it to be more than 0.
Had you not …
Look in your SETTINGS manager. Someway down in the panel there is an option in Movement Settings for Destination Accuracy.
Setting it lower and it might stop this problem.
I think I found the reason for the issue and it's my own silly fault: In order to easily control my player size I scaled the prefab down. I should have used the pixel ratio but re-importing all the frames (2D) is a royal pain :)
When I reset the sca…
Ah
I've not done it myself but what I think you're after is this:
Character: Animate-Put the character in or tick 'is player'Method: SET STANDARDChange: WALK-tick "change sound"-put the new sound in the box.
Most of the actual settings to …
Ah! For some reason my Actions Manager needed refreshing.
I had never done that since making the project months ago. I suppose the character:rename action was added after and therefore needed me to manually refresh?
Anyway, that works. So for logic …
Wait. I missed it because it doesn't appear in my Character action options.
Why do you have it but I don't? The script "ActionCharRename" is present in the Scripts>Actions folder along with all the rest.
I'm using 2D game-type but I don…
Have you looked in your player prefab?
In the Player script's public settings for Audio Clips (listed in the Inspector) there are WALK, RUN and SOUND CHILD options. (Almost identically for 2D and 3D characters)
If you can't find them I'll post a sc…
Hang on, you say you've copied the managers. To where have you copied them?
Have you somehow got a project which doesn't actually have the whole of AC's engine structure imported?
Your error seems to indicate that prefabs which AC is trying to put i…
Perspective is 2D using Unity 2D.
Happens to both Player and NPC.
The 0,0 thing happens in actual gameplay not just in the preview.
I'll take a look tomorrow and compare demo to my game (not in the office today where my project is all on that PC). C…
On reflection this might be do-able in Unity with AC and it's navmesh baking. One of the old 2D video tutorials had a way of putting planes and a groundcube in a similar way.