@Mike This is almost certainly a general Unity issue, rather than one specific to AC, and should be quite solveable. If you would wish for me to see the scene for myself, please PM me a .unitypackage file containing it, along with your Player prefa…
Welcome to the forum, @DanPlayerMcKinnon.
By "party" are you referring to the NPC? Without knowing specifically what your custom Action is doing, it's difficult to advise - but know that there's an Object: Add or remove Action which is i…
What animation is present in your Animator, Give_PenandPaper_R or Give_PenandPaper? If unchecking the suffix causes it to work, what animation is it then playing?
No such luck, I'm afraid. You could try playing with the ActionList's properties, such as its When running field.
However, technically you don't want this ActionList to run when your save game is being loaded - as I'm presuming you only want to tu…
I was asking that because if you did have other anims, it would make the problem more complex - that you don't keeps things more simple for now.
I can't recreate this issue myself, however. It could be that you're transitioning Idle -> Jump, ra…
After some code-wrangling, I think I've managed to sort out the rotation-correction issue. It'll be optional, as it would require a change to existing draggables were it enabled by default, but expect a checkbox to have children retain their transf…
There was no change. Is he physically not present in your Hierarchy, or is his model just not visible?
Be aware that Brain can't be used for publicly-released games, however. Educational purposes only!
Try checking Euler rotation? in the Action. Unity can be a bit funny about rotations, so if that doesn't work you may have to resort to an animation after all. This doesn't have to be done in Blender, however - you can animate your GameObject dire…
So this problem only occurs if you're walking/running first? Do you have a separate jump/fall animation chain for that, or do you use the same one when idle as well?
1) The speed of a character's head turn is tied to the character, not the call to make them look at something in particular. These are currently kept private, but I think it would be reasonable to expose them in the Player / NPC Inspectors. Changi…
As @Snebjorn says, AC is very much geared towards traditional, non-combat, classic-style adventure games. Features such as combat, enemies etc would all have to be added on via custom scripts.
That aspect of a survival game is actually the hardest…
Is this just in your loading scene, or your regular scenes as well? You should unset your events on OnDestroy, rather than Awake:
void OnDestrory ()
{
AC.EventManager.OnBeforeChangeScene -= MyOnBeforeChangeScene();
// etc
}
Calling TurnOn() T…
Any field in the Settings Manager can be changed in-game via a custom script - just right-click on the field's label to get an API reference you can copy to the text buffer.
The principles of creating a custom Option are detailed in this tutorial.
That should be down to the way your Animator is set up. Once the jump animation has completed, you'll want to wire up your Mecanim controller so that the falling animation then kicks in. If you then want to play a "land" animation, you'l…