Hi guys, first of all "hello" to everyone, i'm really new to unity and adventure creator and i'm trying to understand the logic via 2d tutorial. I've made my previous game with ags and i'm feeling a little confused with everything, so i'm stuck cause at certain point the menu button and the inventory window went offscreen like this
https://imgur.com/lb9zh6P and i don't know what to do. Thanks
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The Scale value of your Game window is set to 0.73, which is causing it to be zoomed in so that the edges and corners are out of view. This is set by the slider at the top, left of the Maximize On Play button.
This isn't an AC feature but a Unity one, but I daresay you're not the first to be confused by it!
Section 5.9 of the Manual covers ActionList assets, as does this part of the 2D Tutorial (which I recommend you go through all of if you're new to both AC and Unity).
Your Hotspots, Conversations, and scene-based ActionLists such as Cutscenes and Triggers can all be set to rely on asset files by changing their Actions source field to Asset File. An asset can also be run at any time within another ActionList via the ActionList: Run Action.
So far as building your game goes: while it's certainly more geared towards visual scripting, it is possible to do it through code. All the provided Actions are simply running code that you can also place in a custom script and run instead, but they offer a large convenience as they allow you to do without the need for incorporating coroutines or Update checks to have your game "wait" for certain commands to finish.
A tutorial on writing an Interaction entirely through script can be found here. It is also possible to write custom Actions, if you prefer to run custom code as part of an ActionList.
The "Interaction scripting" and "Custom scripting" chapters of the Manual go over the principles when it comes to writing code in general, and the online Scripting Guide provides a resource of all public functions and variables availablle. For example, a dialogue can be written through script with:
AC.KickStarter.dialog.StartDialog (myCharacter, "My speech text");
Do the lines appear if you drag an offending sprite into an empty scene without any other components, AC or otherwise?
Unity assumes a scale of 1 meter = 1 Unity unit, so your game should try to match that. Brain is closer to this scale, so it's helpful to try to have your character match up with him. You can change how large or small your own sprites are via the Pixels Per Unit setting in their Inspectors.
If your sprites (and so your game in general) is of a much smaller size than the 2D Demo, then you can increase the Destination accuracy slider in the Settings Manager (under "Movement settings") to compensate, but I recommend you instead re-build things if you're still at an early stage. To be clear: this is something that all Unity projects, not just AC, have to contend with.
Having your sprite scales closer to this should also help with the line issue, but playing around with your sprite's Fliter Mode may also help.
To loop your idle animation, select it in the Project window and check Loop Time in its Inspector.
i was thinking about walk behind stuff, in 2d demo the sorting map work flawlessly with an object placed and i’m wondering if it’s also possible to create a complex mask (in my case i can export from my previous game where i have already did it) and put a baseline to have the player go behind background
only where mask is designed.
In order to get correct ordering of NPCs with overlapping the Player, they too must be given Follow Sorting Map components.
1) Is it possible to use sorting maps only for scaling without interfere with objects sorting
2) further in game npc walk around, randomly sometimes, how can i procede in this case?
2. I'm afraid I'm going to need more detail. You're saying that he's walking around on his own accord? Check that "Keep out of player's way?" isn't enabled in the NPC Inspector.
Thnks for your time Chris.