I'm afraid the links aren't coming through on my end. The forum isn't able to host images - try uploading them to imgur.com and posting the direct URLs here.
Welcome to the community, @Ghostlyguru.
Don't feel bad about having trouble, though this is more of a Unity problem since AC relies on Unity for animation handling - and any quirks that come with it.
Rather than hiding your animation by physically…
It doesn't sound right that the location from which you download your zip file would affect the game, but issue 3 would be related to save game files which are stored using Application.persistentDataPath, which is in a separate location on your comp…
@Anaxtasia: You're welcome!
@Alverik: Yeah, the Paths component serves a dual-purpose. If you add it to a Player or NPC the regular Inspector controls get hidden - it's not the most elegant solution, but it does mean you can read/write it through …
I'm afraid I can't recreate that - this is in the latest AC?
A similar issue was actually encountered when I was making the 3D tutorial. The solution I used there was to simply add another Character: Animate Action on the end of the ActionList wit…
The intention was for the phoneme parameter to be wired up as part of a standard Animator layer, not within a blend tree. Unless you go down the blend tree route, you'd have no need for such a script. Perhaps it was short-sighted on my part to not…
I think this could be down to your use of these scripts in a way that isn't actually intended. Remember scripts on the Player are treated as objects local to the scene, meaning parenting such objects to your game mid-scene could cause issues.
Are …
You're welcome.
It's a strange issue. I noticed mention of an "InitPlayer" error in your Console - just so I can discount anything non-AC, are you using any custom scripts that might be affecting the player?
What is the position of the …
A Character's pathfinding nodes are stored in their own Paths component in the form of the nodes List. However, the Player and NPC scripts have an easy way to extract the last node for you: GetTargetPosition, i.e.:
AC.KickStarter.player.GetTargetP…
Thank you - it could be because you have no Talk animation specified, but if so then it would be a bug with AC and should be fixable. I'll look into it and will update here if I need any more info.
When an ActionList is skipped, all Actions inside it are re-run instantly. I suspect that what is happening is that Unity's Animator system doesn't like changing a parameter's value twice in the same frame.
To get around that, you can use the Acti…
Another critical bug was found in v1.54 - apologies, a fix is now here:
Version 1.54b* Fixed: Not being able to manually create ActionList assets via the Create context menu in v1.54
Adding official support to any asset, not least a third-party app, creates a liability and dependency on my part because of the added requirement to maintain it as the other asset is updated. If the supported asset gets changed, the integration bre…