Yes - for MeshCollider pathfinding to work, the active NavMesh has to be known by the Scene settings, and must be a single mesh. You could either bake your NavMesh and use Unity Navigation, or merge your meshes into a single one using a 3D tool.
Hello @AnnaJoMargret, and welcome to the community.
Managing multiple sprites from a single image is handled by Unity - not Adventure Creator. AC doesn't care where the sprites come from. To convert a sprite asset into a sprite sheet, view it's I…
Not having used it myself, I'm afraid I can't offer much guidance. AC doesn't have much requirement in the way that levels are built - so long as there are colliders to walk on, and NavMeshes can be baked, things should be OK.
You're already writing your own integration script between AC and Motion Controller. Actions are only necessary if you want to trigger code as part of your game's Cutscenes / ActionLists.
You can disable the player systems using the Engine: Change systems Action. However, the standard animations will still play, because this will still be driven by the Animation engine - I've given you the steps needed to get around that. Instead o…
Currently no, but I will see if it's possible to allow variable tokens (e.g. [var:2] to represent the value of Variable 2) to be inserted into a Hotspot's name. String variables will be translatable in v1.51.
The settings will vary from game to game - it's really a case of what works for you. If you find that there's an issue with navigation, only then should you look to change them - the default values are recommended for most games.
The NavMesh searc…
If your Player's Animation engine is set to Custom, he will cease to be animated by AC at all (even if you don't supply a custom script name). You can set this through script with the following command:
AC.KickStarter.player.SetAnimEngine (Animati…
I cannot recreate this - adding an Examine interaction to e.g. the Canvas in the Basement scene (Demo managers loaded) causes no such problem. Can you provide steps to reproduce it in the demo scene?
Removing an object causes added complexity because the player (after the object is removed) can load an earlier save, so that the object needs to be re-instantiated.
For this to work, the object needs to be given the RememberTransform component, ha…
Which script did you copy? Do you mean you duplicated the ActionList asset / gameobject, or literally a script file?
There was an issue with duplicating ActionLists a good while ago, but I thought it long-since fixed. Which version of AC are you …
If you want to navigate a terrain, either bake a Unity NavMesh or export the terrain's mesh to a 3D tool, remove the vertices where you don't want characters to move, and re-import it as NavMesh to use with the MeshCollider method.