What happened when you tried the default Conversation Menu, with its Source switched to Unity Ui Prefab?
It should show the already-chosen option with a grey background, but that's because AC is affecting the Button component's 'Normal' colour, and…
(which looks sometimes awkward with a female NPC ).
Oh lord :p
That probably varies from character to character, depending on the length of their neck. In that case, the workaround should be the recommended way - an empty gives you complete cont…
(which looks sometimes awkward with a female NPC ).
:-S
That probably varies from character to character, depending on the length of their neck. In that case, the workaround should be the recommended way - an empty gives you complete control ove…
To be fair, the code changes were my suggestion as a "quick fix" for a particular problem - but the source of it (the inability to recolour NavMesh gizmos) will be addressed officially in v1.55a.
Welcome to the forum, @jerrisdale.
This is possible with the Variable: Pop Up switch Action - though only if the Variable in question is of type PopUp. It allows, as you describe, to reroute to different Actions depending on the selected Variable'…
Transforming the mesh wouldn't be ideal actually, because when other characters are on it you also want to ensure you're not going to affect them as well. Thinking about it more, it does seem to be a near-impossible task already:
What I had in my …
If you can't find a list of available inputs in your Settings Manager, be sure to use the latest AC. I don't know what version you're using, but it was added a while ago.
I'm afraid I'm not familiar with Advanced Battle AI, but I can't think of a reason why it would conflict with AC's Player prefab if the ABAI asset is controlling other characters.
- Do your AI characters have any of AC's scripts, e.g NPC?
- Is your…
Yes, it'll look at the Player's origin, which should be their feet. I'll look into having an option for them to look at the player's hear, but you'll likely have to ensure that the Player's "Neck bone" is assigned in their Inspector, as t…
Is the sound file itself affecting the length of the freeze? I suspect this is a Unity sound issue, even if the options you've changed to don't affect it yet.
Are you switching characters for the sole purpose of changing the walk sound?
Actually it was the Walking Dead that inspired that feature. The purpose of it is so that you can arrange them however you like - the Walking Dead template makes use of this to have that game's above/below/left/right arrangement.
However, this met…
Updating AC is covered in Section 1.6 of the Manual. The key things to be aware of are the upgrade notes in the changelog, and the fact that the a full re-import of AC overwrites which Managers are active in your Game Window, but these can be broug…
If I lower the destination accuracy, does it mean that they will always
be a fixed distance away from the mesh border, or does this vary?
It'll affect the distance between the character and their target point, so if both are along a border it won'…
The elements are connected via the Constant IDs - so long as they're correct, they'll be linked OK.
1) Try copying in or testing the default AC Conversation Menu, switching it's Source to Unity Ui Prefab. That should be set up to react to the colo…
Displaying Icons and Text together (within the same Menu) is a new option in v1.55, but only available for Unity UI-sourced Menus. Otherwise, it's the Hotspot Menu that actually shows the name of whatever item the cursor is hovering over - see the …
You can interact with Hotspots via a triggering of an input named "InteractionA" - see the list of "Available inputs" in the Settings Manager.
You will have to set your Input method to Keyboard And Controller in order to prevent…