It works fine for me, provided that the MusicEngine prefab has a child object with the "MusicCrossfade" component. Check your Console for an error message related to this.
I shall have the MusicEngine create one dynamically if one is not…
Issue 1:
It's not a bug, but a conflict that can arise if you place both on the same layer. Moving the detector to Ignore Raycast was the correct solution - I'll add a warning message if this occurs in the future.
Issue 2:
Recreated, I'll look int…
The first issue will either require a custom motion controller, or a rewrite of the Straight To Cursor method. I will see if the latter is possible, but - if it is - you will need to set a non-zero "Pathfind update time" in the Settings M…
1) The ActionList looks fine. Generally though, you should rely on Mecanim for animation playback - Legacy is far outdated by this point. You can still rely on your created animation - just create a new Animator for the boat, give it a default ani…
Regardless of what was before, the chain of Actions you've posted above will create a StackOverflow error - particluarly if you're checking a low number of random numbers.
I shall bump up the Variable: Run sequence's maximum output to 20 in the nex…
@tawny: Under what conditions does crossfading occur instantly? Please post details with screenshots in a new thread.
@IndorWojciech: I can't recreate the first issue. The more detail I have, the more quickly I can fix an issue. Try creating a n…
Welcome to the community, @Antonius.
Player movement calls are made in the PlayerMovement script, though writing a custom motion controller should be done through a separate script - see this tutorial.
However, what you are seeking should already …
Welcome to the community, @Plue.
1. Yes, if Unity's built-in AntiAliasing quality setting is used. This eliminates aliasing to the 3D objects. Placing an AntiAliasing script on the MainCamera will also work, but the background will be affected to…
Welcome to the community, @rvl.
Please post the AC and Unity version numbers, so that we know what you're working with.
We'll also need more detail, as it could be one of several things - here are some questions to try to narrow it down:* Is your …
Welcome to the community, @Ecolo.
That's a bit of a tough one! It's possible, though it will take a bit of custom coding.
Subtitle Menus can be limited to only show lines spoken by certain characters - but you can change this dynamically through …
With what camera, a first-person one? You can change the free-aim sensitivity in the First Person camera's Inspector.
A Hotspot becomes active whenever the mouse is over it's collider boundary.
The ActionList in your other thread's image is wired differently - see how the Inventory: Check Actions don't re-route back to the Variable: Check random number Action if the condition is met. The StackOverflow error is likely causing this.
I don'…
If you are getting a StackOverflow error, however, that could be because your Actions 0 and 1 appear to be repeating themselves indefinitely (the image is cropped so it's not possible to be certain). You're checking if a given Inventory item is car…
That the UI to select category is showing in the properties is a bug - thanks for the spot.
Yes, the ability to limit items by category should only be for default Inventory boxes. This is to prevent a mismatch when e.g. opening an inventory box wi…
We'll need more information in order to help - please see the forum rules for an overview of the kind of detail needed.
Under what conditions are you trying to turn the player to the mouse? What is your chosen movement method?
AC has a Character:…