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ChrisIceBox

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ChrisIceBox
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  • No, it's not - even the Paths component above is mis-showing fields (on a character, the Paths component should be empty). This is what it should look like: http://imgur.com/a/u7QS4 Are you getting any error messages in the Console?  What happens…
  • It was indeed due to the NPC coming off the path - I'll issue an official fix in the next release, but in the meantime you can make the necessary change by editing ActionCharFace.cs, line 87: if (!isInstant) to: if (!isInstant && charToMo…
  • Actually this was my fault - ActionList assets can't currently have multiple instances of them run at once.  However, I believe that this ought to be possible - so I intend to implement this as an upcoming feature.
  • I've managed to recreate the first issue.  I don't know the cause of it at this point, but will work on a fix for v1.57a. As for the second, can you reproduce this reliably enough to show provide clear steps for me to see for myself?  Please start …
  • An ActionList cannot run more than one instance of itself, as you've correctly stated - however you should be OK with ActionList assets. You can convert any scene-based ActionList (such as a Trigger) to an ActionList asset via the "cog" m…
  • Welcome to the community, @SlamDaBrakes. It looks like AC hasn't been fully installed - you should be seeing a more nicely-styled Player Inspector rather than a straight list of fields.  Is this the Player script file you're viewing, or the Player …
  • In what version? Your first ActionList's Player: Check Action has both outputs re-routing to Action 1.  The "Continue" output will go to the next action (1), while the "Skip" output skips to that same one. It's recommended to u…
  • Can't recreate, I'm afraid - and I can't see how this would occur. Please try it in v1.57 (even in a duplicate project if you want to avoid upgrading for the moment).  If it's still occuring, please show screenshots of the Import Wizard window, and…
  • If InvBox2 and InvBox3 are both working, then there's likely some difference in the way InvBox1 is set up on the Unity UI side of things.  Check again for any difference however minor there may be.  Let's see an image of your UI's Hierarchy. But ag…
  • Looks like a bug.  I'll try to recreate it so that a fix can be issued.  AC version?
  • Welcome to the community, @DADA_universe.  I took a few notes as I was watching the video: The AccessCard ActionList is confusing to me because you appear to be removing the Hotspot immediately after disabling it, and also doing the same thing for …
  • Whenever a problem arises with a Unity UI-based Menu, the first thing you should always do is switch its source back to Adventure Creator.  This will help you determine if it is an issue with AC's base Menu system, or with the link between it and Un…
  • It is indeed due to the other issue - you were not using Polygon Colliders for your NavMesh.
  • Jittering how, exactly?  Can you provide a video to demonstrate what you mean?  And is this in builds as well, or just the Editor? When in Hardware mode, AC switches to Unity's provided cursor functions - so if there's a problem it's likely on the …
  • Movement and camera are treated separately in AC.  AC comes with a Third Person GameCamera, which can be used to spin around the player - see Section 4.9 of the Manual.  You can try an example in the 3D Demo by loading the Managers from the top tool…
  • Welcome to the community, @niksha. While AC can be used to make less-traditional adventure games, some programming is inevitably required to link it with other assets or integrate other systems.  Unfortunately there is never a "magic button&qu…
  • @Ghostlyguru: Without knowing more about it I can't say - you haven't shared much in the way of how your characters move.  Upgrade and try the suggestions, and if they don't help then please share as much detail as you can.
  • Well, the thing about this topic is that it's very general - the exact method is different for every game, as every game has different needs.  If you're still starting out I would strongly suggest you rely on AC's movement system for the time being …
  • Replace the whole function with this, and let us know what the Console logs when run.  Though it must be faster at this point to just PM me the scene file (*just* the scene file) for me to look at.
  • Apologies - I meant ActionList: Run in parallel.
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