To start the game without a defined player, create another slot in the Settings Manager, leave it empty, and make it the default.
When playing the game in first person, the camera will always be set to the first-person camera during gameplay. If y…
Check that your sprite child is correctly assigned, and that you aren't animating the scale of your sprite child - AC has to modify that itself in order for the effect to work.
You can check if the animation is conflicting by temporarily disabling …
Specifically, I meant the Camera component of the original prefab - if it's enabled but the one in your scene wasn't, did you manually disable it?
Just trying to work out the situation as fully as I can. If the BackgroundCamera's Camera component …
Yes, this is all important information.
Controller-based Menus work when the game is paused because AC can make the assumption that you don't want a cursor at this time.
To get what you want, you have two options:
1)
The Cycling Menu And Clicking…
As pausing the ActionList does not cease the currently-running Action (you're doing that manually afterwards), resuming it should indeed cause that Character: Move to point Action to be bypasses, since so far as AC is concerned that Action was alrea…
Unfortunately, Unity doesn't allow for the OnGUI system's lineHeight variable to be modified.
However, you can do this easily when using Unity UI. If you rely on a Unity UI prefab for your Menu's Source, you'll be able to adjust the line height fr…
Thanks for the info. The BackgroundCamera should be enabled by default - what is the state of the original prefab?
Apologies that this is a confusing issue - my opinion is that this is a bug with Unity, but it should have been accounted for sooner.
Thank you - yes, that was what was throwing me.
When it comes to cursor control, Unity UI's base Event System doesn't allow for a cursor that isn't controlled by the mouse to interact with UI elements. There is a discussion on writing a custom eve…
Update: try reducing the Near and Far Clipping Planes of the Background Camera to their minimum.
It seems the logic components are coming through to the Background Camera (which they shouldn't be, as the layers do not match the culling mask). Let …
The ActionList.Kill() command, by design, won't affect anything the Actions themselves are handling - it will merely prevent those Actions from doing anything further.
Halting the character manually is indeed the method required, and pausing/resumi…
Recreated, thanks.
This indeed looks like a bug with Unity - if you try the same thing in an earlier version (I tested 5.0.1), no such issue occurs. I shall see if a workaround can be found.
No, the Interaction menu's visibility is tied to your cursor - see the Close interactions with setting in your Settings Manager. You can call AC.KickStarter.playerMenus.CloseInteractionMenus(); to close it manually, but I will see about adding an o…
What about in builds?
Going back to your deleted MainCamera, bring back the "proper" one by dragging in the prefab from /AdventureCreator/Prefabs/Automatic.
IIRC, the UFPS integration had a similar issue - which I fixed by running the fo…
I can't think of what else it would be. Set your Menu Manager asset back to Demo_MenuManager, and build the game. Open up the Options Menu and check the state of the Subtitles option. Are they set to display?
That will be a physics issue - likely because your character's Rigidbody is pulling him down the slope if he doesn't move fast enough. This is a general issue to 3D games and not one specific to AC.
Post an image of your Player's full Inspector - …
You are mixing your animation engines. You are using an Animator (or Mecanim) controller to play your animation - which is the recommended method - however you have set your Animation engine in the Player component to Legacy. Legacy is Unity's old…