What versions of AC and Unity?
You should only have to change the Movement method if you want to change the camera during normal gameplay. While running a gameplay-blocking ActionList, you should be able to switch cameras just fine.
From your des…
You're welcome. Sometimes the answer isn't so clear so tips on the general direction is more important. It should be said that the "slow near walls" feature was made primarily for 3D characters, and the emphasis is on "slow" ra…
Thanks for the report. By delete, you mean remove in-game, not delete from the manager, right?
Do you have Items can be re-ordered in Menu? checked in the Settings Manager. If that is enabled, then you will get holes in your inventory because the…
In that case, it's likely an issue with precision rather than collision. Have a read of Section 3.11 of the Manual - it gives an explanation on what I think is going on, and some suggestions on how to combat it.
The frame-flipping feature in the Player Inspector is only available when using Sprites Unity, not Sprites Unity Complex.
Mirroring the animation in the Animator is indeed the way to go, but you need to use the same animation clip in two separate an…
To be highlighted, the element's name must be written into the First selected element box - have you done this for the Interaction, and is that specific Interaction available when the Menu shows? You need to add it when switching to Keyboard input,…
Thanks for the discretion. Small code excerpts should generally be fine (e.g. the function that's causing the problem). I will need the full error message (line references included) however.
If you're using XML, I take it you're building to iOS? …
Are you running any ActionLists when you pause the game that might do this? The only time I've seen players floating is when using root motion on Mecanim-based characters.
Sorry to hear that. I would prefer that the API allows for a custom bridge script to be possible for any such asset. It sounds like it already is, if he created such a link himself.
@Deckard_89: It's an example script that works by calling a function with Animation Events. You could add a function to it that changes the sounds, but the Character: Animate function allows you to do this if instead your sounds come from the Playe…
But the floor is a collider too, no? Are there holes in the collider that match the holes in the geometry? Try placing a plane down to cover the whole floor - so long as the NavMesh is the same, the player should still navigate around the holes.
In builds only, or the Editor too? Please see the new forum rules on what kind of detail to post when reporting an issue.
Check List active ActionLists in Game window? at the bottom of the Settings Manager, which may give a clue as to what's going…
No problem. If the Variable: Run sequence is used to determine which Cutscene to run (but each Cutscene is in the same scene), you can eliminate it by ensuring each such Cutscene has the same Constant ID number.
When an ActionList refers to a scen…
Next time, please post unrelated questions in new threads - I don't mind how many threads there are, but it helps to keep track of issues.
Does the MainCamera have the MainCamera component on it, and are you getting any error messages in the Consol…
Which fields are you referring to, specifically? Screenshots would help a lot.
If you put a "/" character in your variable's name, you can arrange your variable's into categories in drop-down lists. You can also filter by name at the to…
Coming back to this: using inventory items isn't the best way to keep track of player stats. Better to use global variables instead, which can be manipulated much more easily, through Actions and scripts.
These are more general Unity questions, but yes - references should stay intact, and subfolders within Resources should also work.
The added compexity involved in this, however, is why I recommend simply hiding such objects from view wherever possi…