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ChrisIceBox

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ChrisIceBox
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  • It could be that they are too big for them to take effect.  This feature works by automatically removing holes from the NavMesh that have the same shape as the character's circle colliders - and if they go over the NavMesh's boundary then they won't…
  • If you want a quick solution, you can just add the script in question to the PersistentEngine prefab (found in Assets/AdventureCreator/Resources). Otherwise, you'll want to make use of Unity's DontDestroyOnLoad function, which prevents an object fr…
  • Try changing the value of your Destination accuracy slider in your Settings Manager, and please provide screenshots to illustrate the issue - as its a very visual problem by its nature.  If you are using Mecanim for your animation, check the value o…
  • So is it just this Cutscene that's affected, and was this behaviour introduced in v1.57? I can't recreate the issue, but does it work if you set a specific camera to switch to, as opposed to "last gameplay"? Be aware that an alternative …
  • All certainly looks fine, at least so far as following the tutorial goes.  It may be an issue with the player then, in that case - you can see that the Tint Map's material is correct in last shot. What is your player sprite's Material / Shader?  He…
  • AC's own sound scripts rely on ignoreListenerPause to have them play while the game is paused.
  • What about the shape of your base NavMesh, both in Edit mode and during runtime? Can't recreate the issue.  The code to process the "hole" PolygonCollider2Ds is found in NavigationEngine_PolygonCollider.cs, specifically the ResetHoles fun…
  • You must disable AC's motion control over the character by setting their Motion Control field to Manual.  However, there are lots more things to consider when using another motion controller to control an AC player - see this tutorial as well as Sec…
  • Please see Section 2.13 of the Manual, which covers the options available for Polygon Collider navigation. Your NavMesh's Inspector has a Character evasion option - for performance reasons, this is set to Stationary Characters Only by default, but …
  • There is: the OnStopSpeech event is called whenever a character stops speaking. Custom events are covered in the Manual's Section 12.10, as well as this tutorial.
  • It doesn't - sorry for the confusion. It just stops the MainCamera from taking control over all else.  I don't know if the third-party asset requires that the GameCamera's Camera component be active or not, but if it does then that will need to be …
    in Camera Comment by ChrisIceBox May 2017
  • Actually, this is a good one for the wiki - you can find such a script here, though the next update will fix an issue related to pickups not snapping to their "maximum zoom level" if grabbed outside of it.
  • A PickUp object does not currently have the ability to return to its original position, but you could likely add this manually by making use of the OnGrabMoveable and OnDropMoveable events.  A tutorial on custom events can be found here.  I shall co…
  • Did you check "Convex" in the Mesh Collider Inspector?
  • Welcome to the community, @Steak. AC can be used in conjunction with other gameplay assets, but how you go about it will be unique for each project.  The first thing I always advise is to be as well-versed in the way AC is "supposed" to w…
  • Please check your Console - you should be getting warnings about the objects not having Constant ID components. Both your original and new objects need to have Constant ID components - this is how AC keeps track of what's changed (like Remember scr…
  • Please note that this isn't a coding forum, and you're making quite a few basic script errors that are beyond the scope of AC's technical support. However, the main thing is that you aren't exposing the fields to edit in your ShowGUI function, so y…
  • Use the Engine: Manage systems Action to disable the Camera system before the transition occurs, and try a transition from your MainCamera to whatever new camera you want. When the transition is complete, use the same Action to re-enable the Camera…
    in Camera Comment by ChrisIceBox May 2017
  • What about during gameplay?  The Tint Map will only change in appearance once the game is running, not while still in Unity's "Edit mode".  Please show us what the Tint Map looks like during gameplay, as well as its Inspector. How do you …
  • See Section 2.3 of the Manual: you must define an Input in Unity's Input Manager named "Run", mapped to whatever button you want it to be (in this case, "left shift"). A full list of the inputs available to your game can be foun…
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