It would be useful if you were wanting to make an interactive 3D inventory. It would take a bit of coding in e.g. a custom Action, but you could feasibly spawn rotate-able inventory items in front of the camera for the player to examine more closel…
An ActionList's "position" can only be saved if it has been paused using the ActionList: Pause or resume Action. This is automatic so long as the ActionList has a Constant ID number associated with it.
You could try pausing and resuming …
If it works in other scenes, there must be something particular to this scene that's preventing it. Does this occur both when you start the game from this scene, and transition to it?
Does it work if you manually run a Cutscene mid-scene that swit…
We will need to see screenshots of these colliders and your full Player Inspector then. Does the collider on your Player (which should also have a Rigidbody) have "Is Trigger" unchecked?
It would be unwieldy to include an official Action to change each and every setting in-game, but you can write custom Actions to change anything you like. To get the API reference to a setting, just right-click the field's label in the Manager. In…
It does, but it should only ever be doing so to those that aren't rendered in World Space. Such canvases are correctly ignored when generated for the first time, but I've found a bug that was causing them to be re-parented after a scene change, reg…
The "Rotate" method of the Draggable system is intended for unconstrained rotation, such as turning an object around all 3 axes. The issue is that you're locking the Rigidbody around X and Z, which is locking it in ways it's unintended fo…
As I said, it'll be dependent on Unity version and also platform. I'll try to recreate both issues in 5.5.0, but how are you positioning the in-scene UIs? You say the transforms report no change, but there must be one somewhere.
No, I'm referring to Unity's built-in static tag, mentioned here.
However, in the case of First Person movement, pathfinding is only relied upon when AC is moving NPCs, or moving the Player during Cutscenes (i.e. out of the player's direct control)…
The code posted above should work just fine, though the "Turn On" / "Turn Off" functions in the Object: Send mesage Action are labelled only out of convenience, because many of AC's scripts contain functions with these names.
To…
Welcome to the community, @Cattacoon.
We'll have to do some testing to determine the problem - right now, it's not clear if this is an issue with your Player, or with the scene. Therefore, here's a couple of things you can try, in order to pinpoin…
I'm really not clear on what the problem is, exactly. In what way do the in-scene UIs break? The screenshots don't illustrate too well what's happening vs what should be happening. Does the moving of the prefabbed UIs have any effect on their act…
What's your movement method, Point And Click or Direct? Your Player will also need a collider of his own (a Capsule Collider) in order to collide with objects.
Your NavMesh will need to account for the furniture, so you'll need to re-bake it once …
In future, please post separate issues in new threads, so that others can search for them more easily.
The camera issue is too complex to understand without some video or screenshots. Would you be able to provide some visuals to help explain it? …
Is the jumping/floating issue to do with animation or motion? We'll need more detail in order to help on that one, but bear in mind the defined "Jump bool" parameter in your Mecanim Inspector will remain ticked until the player becomes gr…
What was it about the third person camera that wasn't working the way you wanted?
The use of custom camera types is covered in Section 4.7 of the Manual. The MainCamera should be left alone, and new cameras introduced separately. To use a custom …
What's the Menu's name? You could try copying over the Demo game's Save menu into your own game, locking your old Save menu and trying that. If that then works, you'll have isolated the issue down to just that one menu, which should make it easier…