Thanks, Chris. I had a skim through the 3 pages and the short answer seems to be "it's doable". I was kind of hoping that Unity folding Anima2D into their core tools might mean that we saw a couple of Adventure Creator's features go from b…
Ok, thanks - I'll do some playing around with FOV and try to get a better understanding of how it works. From initial tests, it actually seemed like lowering the FOV was getting me closer to something orthographic - not sure if that makes sense...
I think I just answered my own question: it's because the action is affecting a Mechanim parameter rather than playing an animation directly. If Play Custom is chosen, even with the Mechanim animation engine, the "wait until finished" opti…
From what I understand, the UGUI in 4.6 is kind of a stop-gap or stepping stone for what's coming in Unity 5, so if/when the GUI system in AC is going to receive an overhaul, it would probably make more sense to do so in preparation for 5, which is …
That's another point, yeah: whether it's with SmoothMoves, TDTK or just on your own within Unity, you can make a sort of bone system by chopping up your sprite into parts and setting the pivots accordingly. As it stands, is it possible to use AC fea…
Honestly, as much as I love the videos and generally prefer them over text tutorials, I'd rather have a wider variety of text tutorials than a single well-made introduction video. As oxyscythe said, the basics are quite easy to grasp even with the e…
Congrats on the new site, Chris! From the sounds of it, you have plans to update/expand the tutorial section, for which I am very excited. Don't get me wrong, I LOVE AdventureCreator, but my one criticism is that the learning curve is very steep. Th…
Hi Chris,
You mentioned a few updates ago making a new tutorial to explain how to make use of the Parameters feature. Is that still coming, or was it made and I simply don't know where to find it? Thanks
One more thing while on the subject: I noticed that as the player scales with the sorting map, the hotspotdetector collider doesn't scale with it, which leads to a lot of inconsistency with hotspot detection, subject to the player's position on the …
Excellent - working now. Didn't notice that field in the Player component and that step isn't in the part of the manual that explains how to set it up (pg.44 in case you want to update it). Thanks for the help, Chris!
Here's a capture of the full setup, including inspectors for player, hotspotdetector and the hotspot2d on the door. Hopefully you see something I don't...
http://s29.postimg.org/9lgrpjk79/Capture.png
Hi Chris, I'm still having problems with the player-vicinity-based hotspot detection not working in 2D. Hotspots are working fine in mouseover mode, then I switch to player vicinity and they both stop displaying and stop working (can no longer inter…