Thank you dear Chris, yes if it could be an option later on would be nice.
Also I might use your way around for now, thanks for suggesting.
Just one more small question, whenever I close the game, and play again, the found documents, won't be saved…
Thanks a ton again, Chris, really appreciate the time, care, and detail you always put into your replies 🙏
I tried a few tweaks and explored some setups based on your suggestions, but I think I’ll stick with the current approach: controlling the cu…
Awesome, thank you again Chris! 🙌
Direct navigation works like a charm now, loved how clean that solution was. Appreciate the quick and clear reply as always.
One more quick thing! The current inventory setup works fine (as you can see in my video)…
YES!!! It's working now! B)
I guess this was the culprit "set First selected Element to InventoryBox".
I thought this option will auto-select first inventory item :D
So maaaaaaaaany thanks for the accurate guiding! <3
Also drag-and-…
Thanks so much for your time and help, Chris, really appreciate the guidance!
I tried to carefully follow everything you mentioned. I set the Inventory menu to appear on input key and checked the manual’s section on navigating menus directly.
The …
Thanks so much, Chris! 🙏
Both issues are now fully resolved thanks to your help!
Switching to Player Vicinity and setting up the Hotspot detector did the trick, works perfectly now with keyboard and controller! Also, ticking Auto-stick to NavMesh f…
Hi
Thanks for this suggestion, it worked somehow (changing parameter manually) but for the little script, I couldn't do it (lack of coding skills), although it should be simple. But since we could have it one-time only (for inv introduction), we did…
Ok I didn't expect changing to Unity UI Prefab could be easy using provided Inventory Prefab (provided by AC), thanks for that :)
Just some other tweaks, is it possible to have these two options?
-whenever an item goes to inv, we want to have an a…
Thank you so much for the fast reply <3
So I should go for unity ui, the problem is when I change it to unity ui nothing work, I mean even I can't move my character, it's kind of like clicking doesn't work.
But I will go through it more precise…
Thank you for the best guidance.
I just added it on wiki, just couldn't to upload my .unitypackage file which already had animations, script, etc which could be skipped to step 7 on wiki. However if I find a good host I will upload it at some point…
Oh this worked like a charm! B)
I wanted to take a moment to express my heartfelt gratitude for the outstanding guidance you provided. That was incredibly clear and helpful. <3
I can attach the Prefab to the wiki if that helps others (anims i…
Thank you so much for this, I have changed Unity Sprites to Sprites Unity Complex and spine animations are still working. Just need to study the Demo 2D Brain prefab more to understand the details.
Hi there,
I had a similar question so I decided to ask here (hope that's alright, sorry).
I want to have custom flip animation when the Player turns left and right, is this possible?
Now the Player instantly turns left and right (by Left mirrorin…
Omg so many thanks, it's working :)
No need for Waits. Character > Move to Point needed Wait until finish? to be checked. The one before Character > Animate (Play Custom)
Yes I used that as well.
I guess it might a very rookie mistake.
But here is the video, showing one animation called "fem_happy" won't play until it has Wait.
But I'm still making better animation for testing it better, and if I had this…
Thank you so much Chris,
Really appreciate your time and consideration :)
I'm using unity 2022.1.10f1 because of spine runtime compatibility (Compatible with Spine 4.1.00 or newer and Unity 2017.1-2022.1)
AC version is 1.77.3
As I was figuring out…