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ChrisIceBox

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ChrisIceBox
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  • Hotspots will be disabled automatically if your Journal menu is set to pause the game when enabled.  Otherwise, you can manually disable them by calling the Engine: Manage systems Action to disable Interactions.  You can place this in an ActionList …
  • The ability to slow movement near "wall" colliders is only a feature for characters that use either the Mecanim or Sprites Unity Complex engines for their animation.  SUC gives greater control to the user over how 2D characters are animate…
  • The image is not clear about what happens - why is he getting stuck?  Is there a collider where the post is? If your game is Point And Click, you don't need wall colliders and you can safely remove it.  If you do need them, try widening the hole in…
  • So the same label text works in one element but not another?  That shouldn't be the case.  Please post screenshots to explain what you've done. If your Menus rely on Adventure Creator for their drawing (i.e. not Unity UI), then they're order in the…
  • If you're not using Motion Control, the specific commands referred to by the tutorial won't apply - you'll have to call Invector's equivalents instead.  With so many different assets out there, the purpose of the tutorial is to provide an overview o…
  • You'll either have to write a script or custom action that enables/disables the effect, or - if the effect can be controlled through an inspector - control the exposed values in an animator controller and play them back using the Object: Animate Act…
  • No errors appear for me in Unity's console.  How might I correct it in Monodevelop?
  • Version 1.51g:* Added: Footstep Sounds component - attach to characters and invoke it’s PlayFootstep method with AnimationEvents to play footstep sounds * Added: Parameters manipulated with the “Object: Animate” and “Character: Animate” Actions can …
  • In what version of Unity?  Perhaps a recent change affects this feature.  Have you tried using a different texture?
  • You can see Section 9.2 of the Manual for a more complete description, but the RememberCollider component will only store the enabled state of the Collider component itself (which can be turned on and off with the Object: Send message Action provide…
  • Welcome to the community, @Martin_Brainade Yes - you could instead place the Actions inside an ActionList asset instead of a scene-based Cutscene.  Parameters are probably what you want to look into, as they allow you to "recycle" an exis…
  • The music feature works on the assumption that only one track plays at a time, so no - you'd have to play the track on a regular Sound object if you want it to play alongside another track.
  • The tutorial's more of a guided example on how to make a controller that suits your needs.  Are you using the Motion Controller asset?  It may be that they changed the API since that tutorial was written - what version are you using?
  • What do you mean by not being able to "get the local variable"?  Does it not appear in the Variable: Check Action?  Local variables are not accessible when using ActionList assets (though you can use the Variable: Copy Action to copy a loc…
  • Welcome to the forum, @jkavalier, and thanks! I'm afraid that isn't an option.  I'd considered it in the past, but now that Unity UI is out there, and compatible with AC, it's recommended to use that to build your UI with, and really just use AC's …
  • If you want to override the mouse buttons, you can do that: see this tutorial.
  • You could enable them, but you'd have to disable the MainCamera so that they then become the MainCamera.  This might well cause problems, though, which was what I was trying to get at.  Why are you not able to simply amend the MainCamera instead?
  • Thank you for yours! 1. I think I see what you mean - nothing broken, just a performance improvement, right? 2. Isn't Unity's NavMeshAgent built to cope with this?  What would happen if the character is not on the NavMesh? 3. Yes, that's a fair p…
  • No, that's about the size of it.  AC likes to keep control of the rotation so that it can determine/handle character turning as it needs to.  Manipulating the character's motionControl variable to MotionControl.Manual would be required.
  • Not currently, I'm afraid.  This may be something that can be introduced in an update, however.
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