If it's being set to false, IsGrounded is being made true.
Let's see the way your components are set up. Screens of the Inspectors / Hierarchy and scene view would be great.
When it comes to controlling Animator components, AC doesn't do anything special - it just controls the parameters that you define in the Animator Controller (or plays animation clips by name if you prefer).
Don't be confused about ActionList param…
Welcome to the community, @mitchea.
Can skip with mouse clicks? is just a convenience - you can still skip speech by invoking the SkipSpeech input, if defined in your Input Manager.
Probably what you want is to just dynamically alter this checkbox…
There's two ways you can do it.
1) Disable the MainCamera. Disabling AC's camera system in Engine: Manage systems just prevents it from updating, but you'll have to go a step further if you want to actually prevent the MainCamera from rendering. …
It sounds like it's an issue with your animations - or the way they've been imported into Unity.
Separate this from AC by placing the model in a fresh scene, giving it the same Animator / hierarchy as the AC character does, but without the AC Playe…
But then, the audio clips are running even during the pause
Sure, that's why the code is there. Comment them out one-by-one, and we can find out which one is causing the problem.
Also be sure to try v1.59a - I included a tweak that may fix the pr…
Sorry, that's my fault.
I'll again issue a fix in the next update, but you can make the small tweak necessary in ActionQTE, line 214. Replace:
cooldownTime = EditorGUILayout.Slider ("Cooldown time (s):", cooldownTime, 0f, cooldownTime);…
The Crafting tab is for a separate feature that allows you to combine many items together to create new ones - Minecraft-style. For a simple "use one item on another", the Combine interactions section in the Items tab is all you need.
Wh…
I'd say that's about right. When it comes to having Animator parameters control your animations, it's more a case of what works for the user/character, but that's how it was intended at least.
The "Restart game" method is only necessary if you want to restart the game midway through an already-started game, i.e. one where variables/scene data have changed. If the Menu is only accessible when the game begins, and no other time, …
Version 1.59a
Upgrade note:* Load menus turned off after loading a save file no longer run their "ActionList when turn off" - the "ActionList after loading" should be used instead
* Added: "Scene: Switch previous" Ac…
To be clear: by "not supported" I'm referring to them not being guaranteed to work - it doesn't mean they definitely won't.
Windows 10 store has had issues with necessary libraries to compile AC, and I don't have a XBox One devkit to guar…
"Most of the time" meaning what, that some sounds always play or all sounds sometimes play?
Are any other plugins / assets installed that may be conflicting? See my suggestion about commenting out AudioListener.pause in AC's code to see …
AC doesn't have a scale of it's own, since it's still relying on Unity's transforms/components to do any rendering.
In Unity, 1 unit = 1 m but I think that's more of a recommendation than a hard-set rule. But it's Unity you'll have to consider rat…
Without having detail about the animations or the AC components involved it's difficult to give proper advice.
I would, however, recommend getting things working without AC first. In a fresh scene, place your character on a Plane and remove the Pl…
Without knowing what your setup is, it's hard to say. If the Player has a Character Controller, that will be referred to - otherwise, it'll rely on its Capsule Collider.
But jumping/falling in AC does assume that motion is due to the Rigidbody, an…
I should think you could also just copy the "proper" meshes/components onto the root placeholders after removing the placeholder components - no need to attach them as children.
This is partly a general Unity-related workflow issue. Ther…