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acai

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acai
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  • Thank you so much for your quick reply. And thank you for mentioning 'Sprite Child.' The first link you mentioned works great. It was my mistake. While trying various things, the sprite was missing in the Sprite Child. I apologize.
  • I have an update. I realized that Rigidbody and Capsule Collider components were assigned to my character, even though it is 2D. So, I removed them and assigned a Circle Collider 2D instead. Now, the character walks! However, the 'flipping' isn't wo…
  • Thank you so much!
  • Thank you so much for your help. I recreated all the PSD files and rigging, and then used the "Direction" integer instead of a Blend Tree, and now it is working! I also decided to use just two directions for my character for now. Your fram…
    in Rigging Animation Comment by acai May 17
  • Thank you for your fast feedback as always! I just wanted to clarify a couple of things: For now, I'd like to use multiple rigs since it sounds easier to manage. So here’s what I did: Approach I: One Prefab with 6 Different Poses • I created…
    in Rigging Animation Comment by acai May 16
  • I just tested it with a build, and it's not displaying. Thanks for pointing that out! Just so you know, I'm using MacOS with URP.
  • Thank you so much for your help once again! This approach is indeed much more efficient.
  • Big thanks for this amazing product and all the fantastic updates!
  • Thank you so much for taking the time to investigate this issue. I'm eagerly looking forward to the new release, as always!
  • Thank you for your ongoing support. Regarding your question, (Quote) when I remove the script, everything works perfectly, and all three items appear in one slot, just as intended. (Quote) Yes, that's precisely the issue I'm facing. In my setup, t…
  • Thank you for your prompt response! I've included a link https://imgur.com/a/cMWTaC5 to view the ActionLists, Inventory Box Element, and Inventory item settings. Regarding your last question about 'making use of inventory properties,' could you plea…
  • Hi, hope you are having a great last week of 2023. I've been using this script (https://adventure-creator.fandom.com/wiki/Changing_item_graphics_with_amount) and encountered an issue: When I collect items that are set to be able to carry multiples,…
  • Thank you so much for your help! It works perfectly!
  • Understood. Thanks for the clear explanation!
  • I realized that the 'TextMeshProIsPresent' symbol was defined, but I had been using a regular Text component for the Inventory Menu. After switching to TextMeshPro, the numbers now display correctly in the inspector! Apologies for my inexperience. …
  • Thank you so much for your help again. Just to double-check, should I create two Conversation UI Menus, one with the Fixed Option ID / Fixed Slot Index?
  • Thank you so much for your prompt response. It seems odd that the quantity still doesn't display, even though I have set 'Display item amounts' to 'Only If Multiple'. I've confirmed that my inventory item is configured with 'Can carry multiple?' che…
  • Thank you for the clarification! I understand now. I had planned to disconnect and reconnect the tracks based on the player's decision, but it seems I'll need to find a different approach. Thanks again. Have a wonderful weekend :smile:
  • Sorry for asking another question. It worked well when the tracks were perpendicular to each other, but it doesn't seem to work when the tracks are aligned. For instance (https://imgur.com/a/PWPpCjQ), if there are two vertical tracks and I place the…
  • Thank you so much for your help! I had misunderstood the purpose of the "Center position." After adjusting the values as you suggested, the tracks are now functioning correctly, and the red dot can move back and forth between them without…
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