What version of AC are you using? If you're not using the latest, please update as a few fixes in that area were made recently.
If it continues regardless, it could well be specific to your setup - so please provide screenshots of a sample Cutscen…
Currently, the baked NavMesh has to match up as closely as possible to any colliders that are on the NavMesh layer - because it's the colliders that record the "intended" position.
This is why NavMeshSegments are available: if you just re…
If that's the case, I'd recommend exporting your terrain into a 3D model application, and creating a simplified, low-poly variant of it to use as a custom mesh-collider.
Have you tried baking your terrain using Unity's built-in Navigation window? NavMesh segments are more of a convenience, but you don't need to use them.
Have a watch of this part of the 2.5D tutorial, as it covers the use of pre-existing meshes to…
AC will temporarily disable it's own menu system while taking a screenshot, but I'm not sure about Unity UI-based ones. I'll see if this is a bug, or just a missing feature. Either way, I'll see to it.
The script's been renamed/declared correctly - you just have to place the right code in the Run function. Since yours occurs instantly, it's very simple:
override public float Run ()
{
AC.KickStarter.playerInput.cursorIsLocked = true;
return…
Because NavMeshes are only for pathfinding. If you want to use Direct control, you have to make use of Colliders to restrict your player's movement.
A tutorial on placing down colliders in your scene can be found here. Though the tutorial is for …
You'd want a custom script for that. By itself, AC is intended for more passive games, not combat ones - though it can work alongside combat if scripted properly.
Have you followed the instruction given and enabled 'IK pass' in your Animator's base layer? You will also need to make sure their Rig is a Humanoid and set up correctly.
1. Uncheck Items can be re-ordered in Menu?. If this option is off, then spaces between item slots should automatically be removed. Is this not happening? Try switching to the default Demo_MenuManager asset file and see if it occurs there as well…
Place them on the MainCamera, as @klarax suggests - the MainCamera will "copy" itself onto all other cameras in the scene, including the first-person one.
Open up your Console window - anything in there to take note of?
The screenshot doesn't show the shape of the NavMesh - what's it look like?
Check that your Movement method is Point And Click (Settings Manager), you Pathfinding method is Polygon C…
Of course! Just create a new Menu in your Menu Manager, and inside that create a Button. If you have Test in Game Window? at the top checked, you'll be able to preview it while you change the style properties, and then set the button's Click type …