EnableInteractionMenus was added since your first post in order to provide what you're trying to achieve, so the code you've posted should work. Are you using the very latest AC?
For it to work, you need a Menu with an Appear type of On Interactio…
The ability to show more than one page at a time was added since this thread was updated. To do this, create a new Journal element to act as the other page, then set its Journal type field to Display Existing Journal. You can then fill in the fiel…
The player falling sounds like a separate issue. You can view the player's Inspector (Player component + Rigidbody etc) to see what's going on there.
Could you provide some screenshots to detail the camera switching issue? Is this an in-sceneCuts…
All right. So that I'm completely clear, what is the purpose of this Backdrop Menu? Is this some graphic you want displayed while the SaveGame menu is open? If I know exactly what it is you're trying to achieve via these Actions, it'll help me of…
In additional, I will add an "automatic" option, which will allow you to have AC play the sounds automatically based on a timer, as opposed to requiring them to be played via events.
Can't promise, but I will consider the renaming. It is already technically possible via adding new options, and there would be complications regarding save data / translations, but I agree that it would be useful.
As for the connection issue, that…
You're right - the StackOverflow will be because the ActionList itself is turning off the SaveGame Menu, which as you've said was being run whenever the SaveGame Menu is turned off - causing a loop.
Is this Backdrop Menu also built with Unity UI? …
To generate an array of Vector3 waypoints, call:
myPointArray = KickStarter.navigationManager.navigationEngine.GetPointsArray (startPosition, endPosition, myCharacter);
To move a character along this array, call:
myCharacter.MoveAlongPoints (myLi…
Welcome to the community, @RickN.
It should be possible to do this by running a custom script in your scene that basically locks player movement whenever they're jumping. In a new C# script, replace the default Update function with this:
private …
The "regular" sound system provided in the NPC/Player components can do both of those, but this script is intended to be used as the basis for your own such system. It can be duplicated to cater for e.g. separate sounds for sprinting, and…
@robinvr: Set the scale of your NavMesh(es) to 1,1,1. You may have to reshape your NavMesh using Unity's PolygonCollider2D component, rather than stretching it.
I haven't tried working with all three assets together, and all three are so complex it's difficult to answer. The included UltimateFPSIntegration script really is your best bet to begin with - the way the two link together is quite specific, and h…
Thanks for posting. I will try to recreate this issue from your description, but I expect this is due to your waiting for ActionList1 in MasterActionList. Try instead to run ActionList2 off the end of your Conversation in ActionList1.
Create your two PlayerStarts via the Prefabs panel at the bottom of the Scene Manager, and then select them to view their Inspectors. From there, you will be able to configure from which previous scene they respond to. Only if no appropriate Playe…
Welcome to the community, @paulbarcos.
AC's UFPS integration is done via the UltimateFPSIntegration script, which is isolated from the rest of AC so that it can be duplicated and amended if need be to suit your own needs. I don't know the exact UF…
Yes, add it to the character. You will need to call its PlayFootstep() function using Animation Events, but each time it is, a random sound will be played.
There is: attach the Footstep Sounds component to your character and fill in the fields to get exactly that.
As for the animation events method, a Mecanim controller could still be used to play a first-person player's footstep sounds even if no mod…
Without that checked, the same Menu is recycled for each line - meaning if two lines are being spoken simultaneously, only one will show. Checking it will duplicate the Menu itself, allowing each line to show up irregardless of whether or not any o…