First you should go over Section 1.6 of the Manual, if you haven't already.
Second: know that the GameEngine in your scene should already be linked to the prefab located in Assets/AdventureCreator/Prefabs/Automatic. You can tell if the GameEngine …
The box only shows in the Editor, so that's correct.
Load up all the Demo's Managers (Adventure Creator -> Getting started -> Load 3D Demo Managers) and build/run the demo scene, Basement. Does everything work correctly there? If not, it ma…
I'm afraid I was mistaken - this works fine for me, so long as the Character: Face object Action blocks gameplay. Check that you have Wait until finish? checked in the Action, and the the ActionList's When running field is set to Pause Gameplay.
I…
Perhaps a Cutscene is running, which would cause the cursor to not show by default.
At the bottom of your Settings Manager, check List active ActionLists in Game window?. That will let you know the game's current state at all times in the top-left…
Issue recreated - I thought you meant the opposite - that he spins correctly, but doesn't tilt the head. I will look to fix this for the upcoming v1.52a release.
Yes, it seems like there's a conflict already arisen - perhaps from a previous version, but I can't say.
Each ID number should only be listed once in the Speech Manager - two characters can't share the same one. When you click "Gather text&qu…
@matrix211v1: I can't find any issue with root motion myself. Check your model's import settings - does root motion run correctly in there?
Also try temporarily reverting your character's movement settings (walk speed, acceleration etc) to their d…
The message is telling you what to do - "a" is the name of the input it's expecting, not the key itself. Open up the Input Manager (in Edit -> Project Settings -> Input, as it explains) and create a new input for it. You can name i…
Shouldn't be - I use OSX myself when working on AC. What version of Unity are you using?
Have you changed your Cursor rendering setting in the Cursor Manager from its default value of Software? Try swapping the Manager out with its Demo game coun…
Its not so much a glitch as it is an intensive process that occurs when building a new navigation path, and again, should be influenced by the complexity of the NavMesh itself - some NavMeshes won't have any trouble.
That said, you shouldn't genera…
If Opsive have written a script that links AC with their asset, I'm afraid the issue will be on their end. Please contact them to let them know of the issue, and I will be on hand to aid them fix it.
You can use the Unity Profiler to try to find what's causing the performance spike.
Are you making a 2D game? When pathfinding, the speed of the algorithm is exponentially linked to the number of vertices in your NavMesh.
In v1.52, however, there…
So your steps are:
1) Create new project
2) Import AC
3) Switch to Android
I will try to reproduce this, but it sounds like it could be an issue with Unity. In the meantime, see if you have any crash logs (see this page), and also try updating to …
What are you using to link the two assets together? Have you started with an NPC, or have you gotten your Player working with these two first?
You can read a tutorial on custom motion controllers here.
You mean in terms of the camera's pitch?
So that we can discount the player prefab, place the Demo game's Player character, Tin Pot, into the scene and re-run it. He's set up to work with First Person as well - you can find him in Assets/Adventure…
I will try to recreate this myself, but when root motion is checked, the movement is left to Unity rather than AC - so it could be a Unity issue. Do any warning messages appear in the Console?