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ChrisIceBox

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ChrisIceBox
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  • Are you using the latest release?  There is a Free-aim acceleration option under "Movement settings" in the Settings Manager that may need to be played with. It also depends on the various values in your Input Manager for the CursorHorizo…
  • Have you checked Turn before walking? in their NPC Inspector?  If so, please post a shot of your full NPC Inspector so that we can have a look.
  • Sounds like it.  It would need be accessible without AC for AC to also be able to.
  • I'll consider it.  Be aware that if a Speech Action is commented, that will already be transferred to the Speech Manager, and this can be exported via the "Description" column.
  • I'll add officially - I was talking about where the option would go.
  • Reminds me of this scene! Better done as a Menu option.  Subtitle menus can already be limited per-character, so you could make a separate Menu just for those characters, and set it to always show regardless of the subtitles setting.
  • If it were possible from outside UFPS, then all AC would be doing is calling a UFPS script function - this could be added in via a custom Action if so.  Does the script have a function within it that can be called to make it happen manually?
  • You're welcome, @Neji! An integer or float Global Variable would indeed be the way to do it.  The Variable: Set Action can be used to increase/decrease values by a set amount, as well as to set specific values. Follow this up with a Variable: Chec…
  • Without knowing what the actual code is within the Action, I can't say.  It could be the case that this is an Editor-only issue, however.
  • In 2D, yes - the Navigation Mesh component has options for evading NPCs. the same technique is not possible in 3D.  You can, however, make use of Unity's NavMeshAgent / Obstacle components - which you're already doing.
    in NPC Comment by ChrisIceBox May 2017
  • Good to hear.  It seems to be related to the "Ohter" sound type setting, so I shall look into it. You should move your music to the new music system, which allows for better control when working across multiple scenes - see the new Sound:…
  • It'll be down to a combination of your NavMeshAgent component (not the integration) script and your Animator settings.  You'll need to update your Animator such that it plays more realistic animations when moving slowly and turning sharply.
  • I made it through the checkbox in the NPC component of AC. What do you mean, exactly?  Are you saying you found a workaround? A Trigger that runs when the Player leaves its boundary would indeed be the best approach.  You could even have the NPC m…
    in NPC Comment by ChrisIceBox May 2017
  • The "Associated Object" field shows the name of the speaking character in a CSV file.  The issue reported is that, depending on your settings, the field will not be set to "Player" when it should be.  This doesn't occur for all c…
  • OK.  When it comes to the AC scene, be sure to only have one MainCamera in the scene - i.e. one that has the "MainCamera" script and is tagged as MainCamera.
  • Updating what, exactly - AC or Unity?  And which version numbers for both? Let's see the messages as they appear in the Console window in full, as well as the Camera itself.  When you say the camera in the intro was moving, do you mean with AC's Ca…
  • Yes - there is a "Trigger 2D" equivalent prefab listed in the Scene Manager when you are making a 2D game.
  • Actually, I think this one's on me - it seems to be related to the speech update code, rather than anything UI-related.  Please leave it with me and I'll see what can be done.
  • Thank you.  But if the Hotspot is covering the screen, why is the label disappearing?  It may be better to be sent the scene file + Managers as a .unitypackage file for me to properly see what's going on.  Could you PM them?
  • Would I be correct that the reason it appears to be a little fade between lines is that the UI is fading out, but the fade-in from the next line is cancelling it out a bit? Partially - that's not the case when using the duplication option, but it…
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