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ChrisIceBox

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ChrisIceBox
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  • @harshat30: Please read the forum rules regarding the kind of detail you need to give when posting an issue.  We need to see what you've done already before help can be given.
  • First off - in your NavigationMesh inspector, you have a Character evasion field that you should make sure is set to All Characters for best results.  You can also set a non-zero Pathfinding update time in the Settings Manager if you need characters…
  • Indeed - please post a new thread outlining the problem clearly.  Screenshots of your Settings Manager will be required, too.  Also know that you can debug your game's current state by checking List active ActionLists in Game window? at the bottom o…
  • You want to map it to the input name, not button name.  As InteractionA will conflict with other uses, use a new input to test with, e.g. "XButton", mapped to a joystick button. To check that the input is working, try creating an Active i…
  • Please post screens of the two Menus properties, as well as a series of Actions that cause this.
  • I will look to see if I can recreate this issue.  At least it seems to be an Editor-only error.
  • Once your Input method is set to Keyboard Or Controller, you can control the cursor using inputs named CursorHorizontal and CursorVertical - see Section 2.8 of the Manual. Buttons and Interactions defined in the Menu Manger have an Alternative inpu…
  • You will need to ensure it is also on the GameCamera in your scene as well - it should be automatic but check manually just in case.
  • I'm still not clear on what the problem is, exactly.  Are you saying that the MainCamera does not "attach" itself to the chosen Default camera? When your game begins, the MainCamera Inspector should list it's attached camera at the bottom…
  • In the 2D Demo game?
  • AC has always been intended for non-combat traditional adventures, not JRPGs - so any combat gameplay will have to be added separately.  A screen transition from one scene to another would also have to be done separately - but so far as the scene ma…
  • And the full changelog: Update notes* Unity 5.3.4 is now the minimum version of Unity 5 required - please update your version of Unity before updating Adventure Creator * Touch Screen input now has a 'Trigger interaction by releasing tap?' option -…
  • What do you mean by "Unity's default camera"?  Does the MainCamera have the MainCamera script component attached to it?  Organising your room objects in the Scene Manager ought to convert the existing MainCamera into one that AC can use.
  • No problem @tdcpresents!  Reviews are always welcome on the Asset Store, if you'd like to leave one.
  • Again, what version of Unity are you using?
  • I agree that an OnDoubleClickHotspot event would be useful.  However, disabling gravity might not be the answer here - it could be that you instead need to set the Rigidbody's velocity to (0,0,0). Either way, I'll look into adding that as an event …
  • This may be a Unity issue - what version are you using? I'll still need to know if there are any other colliders (not just Hotspots) on the Default layer.  If you disable the NavMesh GameObject during gameplay in the Editor Inspector, does the Hots…
  • You will need to reset the score to zero in order for the correct password to be recognised.  However, you could use a separate integer to keep track of how many buttons have been pressed, so that any combination will still be valid.
  • Check that Ignore cursor clicks? is unchecked.  If you're using buttons to select the Interactions, and not the mouse, then you don't want the mouse position to interfere with the Interaction menu.
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