I´m running latest version of Unity & AC. The ActionList is switching to a Non-AC scene at the end of the ActionList, the i delete the Non-AC Prefabs like PersistentEngine & PlayerPrefab per Code. But at the end of the ActionList it should b…
I tested it out. It works but feels a little bit unclean. The option to instantiate the player through the settings manager is nice. i dont want to loose this feature but for perfomance and clean scenes it is better to destory the player prefab for …
you mean i should make empty placeholder in ac menu?i have also a popup which appears in the middle of the screen. the solution will not work for this kind of ui? is it possible to deactivate, pause or something the movement via code?
ok that sounds easy but there is no option in Engine: Manage systems to switch to Mouse/Keyboard and Keyboard/Controller. the only option is to switch the movement method like point&click and fps. where can i found the options?
Same problem still occurs here. Unity 5.3.0f4 , Adventure Creator 1.4.9a. empty cutscene solves the problem or if run around a activate a hotspot. the sound occurs instantly. wired. please fix it
yes your right it was a lonley collider which caused the error. now its gone. maybe you can fire a debug.warning in case of this, for further ;) thanks for help, chris
Billy
the error occur for every navmesh segment i am placing in the scene and starting the play-mode
Ignore collision failed. Both colliders need to be activated when calling IgnoreCollisionUnityEngine.Physics:IgnoreCollision(Collider, Collider)AC.StateHa…
i´m using unity 5.no i dont disable any colliders manually and the navmesh segments are baked.i found a similar problem here http://www.adventurecreator.org/forum/discussion/3114/ignore-collision-error