Unless I'm missing something, the "Player Vicinity" hotspot detection method is still not working with 2D in v1.36b. I have my player and hotspots setup and working fine under the mouseover method, but once I switch to "Player Vicinit…
I haven't been able to identify what caused the break, but I don't think that's the issue. I started a brand new project and the highlight is working again, with the default sprite shader and no need for lights in the scene. I also started by loadin…
Unless I'm misunderstanding how it works, the position offset for menu items (which works perfectly for the "follow cursor" option) doesn't seem to work with "on hotspot". I'm trying to adjust the hotspot menu so that object name…
Thanks Chris, I hope you don't mind the suggestions. I'm still in the prototyping stage of my 2D adventure game and am trying to anticipate obstacles I'll come up against as part of determining whether I'm better off using AC or building everything …
The only thing I can think of that might have done it is that somewhere in between when it worked and when it stopped, I realized that my project settings were on 3D when they should be 2D, so I corrected that. Sometime after that was when I noticed…
Xiodore, I was only giving an example of how being able to access and modify the default navmesh's array of "holes" could make things exponentially more efficient for the designer. There are many instances where it would be preferable to m…
Is there a trick to making object highlighting work in 2D? I know that it's possible because the first interactable I setup was working perfectly (to my surprise, since it hadn't when I tried a couple months ago) but somewhere in the last two days i…
That does appear to the the origin of the issue - it only occurs when clicking a spot outside of the navmesh. Is there a way of fixing this? I don't know about 3D, but this is something that would crop up constantly in 2D adventures: the user rarely…
There was one hole, but removing it didn't change anything. The issue seems to have more to do with the space between points rather than the number of points in the polygon. For example, I made a large rectangular map from 4 points, then on the left…
- Scratch the highlighting question - last time I tried using it (different version) it didn't work, but just tried now and it works perfectly!
- New question/issue with NavMesh2D... The tutorial says that the fewer the points the better, but I'm ru…
I'm on a fresh install with 1.34 and I'm stuck at the starting line. Using the new game wizard, when I click 'finish' I get:
Could not create Manager. Does the subdirectory AdventureCreator/Managers exist?
Help...?
Any clarification on what sort of problems there are between AC and Unity 4.5 - is it serious enough that I need to downgrade my Unity until AC1.35 or can they be worked around in the meantime?
Every time I update Adventure Creator, I lose all my custom tags, layers and sorting layers (the latter of which results in all GameObjects having <unknown layer> for their Sorting Layer) - is this necessary? In addition to the hassle of recre…
I'm not sure how else to explain the squishing effect, but it seems to be a minor issue anyway and possibly a bug with unity, because it corrects itself when I actually hit play. The orthographic camera boundaries still aren't working for me though …
I'm running into problems with the GameCamera2D since the 1.32 update. I've noticed they now default to orthographic instead of perspective, but when I try to use the offset field to determine the constraints of my horizontal movement, it doesn't se…
Thought I'd add one. Doesn't seem to have broken anything, but since updating to 1.32 I get the console error below:PersistentEngine has no GlobalVariables component attached.UnityEngine.Debug:LogError(Object)KickStarter:Awake() (at Assets/Adventure…