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ChrisIceBox

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ChrisIceBox
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  • Unfortunately, jumping is not available for 2D characters.  It causes problems with other systems such as pathfinding. You can of course write a custom motion controller - see the Manual - but I'm afraid, as it says, you can't do it with AC vanilla.
  • If by overshooting, you're referring to the effects of the Attempt to be super-accurate? setting, then that should only affect position - not rotation. I need to more fully understand the issue before I can consider implementing anything. Could yo…
  • Unless you override the Skip function with new code, skipping an Action will cause its Run function to run anyway. Once an ActionList has been told to skip, it cannot only skip a portion - it must do it all.  If you want your sequence to end at a c…
  • Welcome to the community, @cnppncnpc. Due to the nature of Unity, 2D colliders and physics components only work when using "Unity 2D" mode, i.e. 2D camera perspective.  When making 2.5D games, your objects are still arranged in 3D space -…
  • Yes, that's a good point!
  • In v1.58a, a new delegate will be introduced for touch input.  The original example will need changing to: public class OffsetCursorExample : MonoBehaviour {     public Vector2 touchOffset;     private void Start ()     {         KickStarter.pla…
  • If you're running this for each object, the issue will be that you're overwriting the parameters for the ActionList asset each time - meaning they'll only be the values that were set the last time this code is run. The ActionListAsset should only …
  • In answer to the Conversation UI question, you can swap out your Conversation menu temporarily by using the Menu: Change state Action. With this, you can lock your regular Conversation UI, and unlock a temporary one.  When a Menu is locked, it will…
  • And does this new issue also occur in builds, or just the Editor? This is using AC's First person movement method?  Even without PM, you still have a fair few third-party assets involved.  As a test, please create a new project with AC but nothing …
  • Can't recreate - it works on my end. Please test in the latest release, even if it's a backup project.  Also, let's see the NPC's full Inspector.
  • Sure, basically something like this (using 3 pages as an example): http://imgur.com/PChtl38
  • Apologies - mistakenly the touch-screen input does not rely on this override. I shall look into addressing this in the next release, but in the meantime you can hack it by opening PlayerInput.cs, and replacing line 423: mousePosition = Input.GetTo…
  • Apologies.  Replace: public ActionList myActionList; with: public AC.ActionList myActionList; AC uses the "AC" namespace, meaning you have to either prefix any AC class with "AC.", or write "using AC;" at the top of…
  • It's not going to change automatically, as that would upset those who don't want it to rotate. It's enabled via a new option on the GameCameraThirdPerson component Inspector: Can rotate during Conversations? will show so long as your rotation axes …
  • Yes - you can use a delegate function to override the cursor position.  See this tutorial as well as the "Remapping inputs" section of the new Manual. Try this: using UnityEngine; using System.Collections; using AC; public class OffsetC…
  • It should be the case that only the fields visible in the Settings Manager have an effect on the game in question.  This particular field is only visible when drag-and-drop and "Left-click deselects active item?" are both unchecked.
  • Welcome to the community, @Mobile_PNC. Apologies, but you're going to have to describe a little more about what it is you have.  I don't know what you mean by "the arrow" you mention.  If you can share screenshots showing your Menu, that …
  • Make sure that you have Retain in prefab? checked in the NPC prefab's Constant ID component(s). The Constant ID component is how AC "finds" objects that are scene-independent.  If you check the above box, any instance of the prefab will a…
  • If you were using a custom mesh for the "Mesh Collider" pathfinding option, then the performance will be tied to the number of vertices it has. When building such meshes, always try to keep the number of points to the minimum required.  O…
  • As the solution can vary depending on method, please provide more details:* What is the NPC's Animation engine? * How are you playing the new animation? * Screens of the relevant ActionList / Animator component
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