Hey @chrisicebox
I noticed that the update came with the new inventory feature, from reading the release log. I tried accessing this inventory function, but the "alternative input button" didn't show up when I changed the number of slots t…
Cool! Think I'll wait for the update and see if that works for me. Any approximate ETA for it? Also was wondering if I pasted the code correctly for the script.
Thanks!
1. Alright, here's what I did. Followed your instructions without understanding them completely so I might have misinterpreted some things:
In the menu manager, Interaction menu, made a new button in the "interaction elements" section. Unc…
@chrisicebox Yes, I'd think it's assigned correctly. The heirarchy is - Player (root) >Player (child) >Bones (child of player child) >(all bones) >IK
Maybe it could've been done off…
@chrisicebox Fixed it! Had to realign the "bones" child object during runtime for some reason, to make sure the character flipped on the correct axis. Also checked "turn instantly when under player control" in movement settings t…
Sorry, think I forgot to link the script. http://adventure-creator.wikia.com/wiki/Frame-flipping_for_Sprites_Unity_Complex_characters
I've been unable to change the position for the yellow circle, probably because it's an anima2D character (the limb…
I haven't been able to figure this out either actually. I use Anima2D and the pivot is in the center. I don't think it causes any issues though, so I haven't tried working on the issue.
Alright, I'll keep this in mind and implement what you've suggested. The suggested solution for NPC collision works, as I mentioned earlier.
Thanks for the continued help! @chrisicebox :)
Oh yeah, sorry I forgot to mention that I'm aiming for a complete sidescroller type game, and have disabled up and down movements (that is, disabled away from and towards the screen) About placing the characters on top of the collider instead of ins…
@chrisicebox The NPCs are mecanim based characters (using Sprites unity complex) Removing the collider or checking "is trigger" makes them fall through the floor (box/ polygon collider 2D) I think rigidbody and the colliders would also be …
@chrisicebox Thanks for the response Chris. I originally had no plans for a jumping mechanic in my game, but wanted to try it out in case it made traversal more fun. Guess I'll see if my game really needs it or not and accordingly look into custom m…
@chrisicebox
Hi Chris. I just tried out this solution today and it works! I didn't realize you'd provided such an easy to implement solution. I'm still ironing out some kinks, but the flipping animations work perfectly. I'm surprised I didn't have t…
@Chrisicebox Thank you so much! I'll add this script and try to make it work. I'll get back to you with the results/ queries after a couple of days - I want to give it many good attempts and make sure I'm not asking basic questions :P
Before that, I…
As for the animation, of one of the methods I tried, it was to have another game object and have that inside the root object, with the sprite child inside it, and give this new game object a Y rotation of 180 degrees