What version of Unity are you using? It wouldn't have happened suddenly - something must have changed that stopped it from working. Did you upgrade Unity recently?
Version 1.56b* Added: When "Player Vicinity" is used to detect Hotspots, distant Hotspots will be placed on a separate layer (can be disabled)
* Added: Re-skin of Actions in the ActionList Editor window, so that overlapping Actions are mor…
That script was a demonstration of how something along these lines can be done - you still need to amend it to suit your own purposes.
You could do that by creating a Unity UI Menu just for that purpose, and animate a child RectTransform with a reg…
If the Trigger is run again while the crossfade is still ocurring, the crossfade effect will be skipped the next time around. It sounds like your Player is causing the Trigger to run twice.
Check that only the root GameObject of your Player prefab…
If it's down to your Quality Settings, it suggests a Unity issue. Turning it down to Fastest (the lowest) makes it even slower, I find. I shall investigate further and see if anything can be done about it.
The NavMeshSegment will also act as a floor for the player unless you check Ignore Collisions.
Try replacing your own Settings Manager with that of the 3D Demo's: Demo_SettingsManager. If that makes no difference, you're going to have to PM me the…
As @Snebjorn mentioned in the other thread, OnInventoryAdd. An event doesn't do anything by itself - it allows you to run your own code at certain times - in this case, when a new inventory item is added.
Hard to say. I shall try to recreate the issue on my end. Are you using UFPS or any other asset that may be contributing? Does the size of the build window have any effect on the speed?
@Calligram_Studios: It looks like there's an issue with auto-created variables not saving correctly depending on the version of Unity. If they are in a backup, they'll be stored in your scene file if local, and the Variables Manager asset if global…
Have you created an input named "EndCutscene", and if so - what is it mapped to?
Did you mean you still can't move him after that? If so, check that the distance between the camera and the NavMesh still falls within the NavMesh ray lengt…
2) You can also animate cameras by parenting them to GameObjects with Animator components, and then animating the parent.
3) This is being run from an ActionList asset? Test a local Cutscene in your scene that does the same thing - does it work th…
Good trick! Another method would be to make use of parameters, and place your Inventory: Add or remove Action in a separate ActionList asset, and then run this asset - with parameters set to whatever you like - instead of running a separate instanc…
Where is the marker - inside the baked NavMesh? Is the NavMeshSegment on the NavMesh layer when the game is running?
We will need to determine if this is an issue with the cursor, or the pathfinding. To do this, create a Character: Move to point …
It's certainly possible - aagin, I recreated your set-up in my own test and all worked fine.
Perhaps there's an issue with the Trigger firing repeatedly. Assign each Music Action a comment (via the cog icon on the right-side of the Action) and en…