Are you applying changes you make to your AC objects back to their original prefabs? All of these problems suggest that's what's going on.
Don't click "Apply" on the Inspector of any AC object from the Scene Manager unless you first creat…
You want to be able to count how many Hotspots out of a selection are enabled? Sounds like a job for a custom Action. To write an Action that has True/False outputs, you need to derive it from ActionCheck, and have an overriding function called Ch…
Once you've created an Animator Controller and assigned it in your character sprite's Animator component, you can open up Unity's Animation window to begin creating animations. A text-based tutorial for creating 2D characters can be found here.
Al…
I must apologise - the workflow has changed, but the Manual hasn't been updated. I will see to this.
The setting you actually want is the Animation engine popup in the Player / NPC Inspector.
First of all, make sure you are up-to-date on your AC version.
The video's quite blurry to make out, but you don't need to re-drag your Torch asset into your Actions if the Actions show a recorded Constant ID number - as the Actions will search for…
You'll want to place down a collider on the Default layer in between the camera's view and the NavMesh you want to block - you can use CollisionCubes for convenience. This method can also be used to prevent the unwanted clicking of Hotspots.
If your game is point-and-click, you don't need colliders at all - just use NavMeshes.
You can create two NavMeshes - one that incudes the doorway, one that doesn't - and swap them as being the "active" one by using the Engine: Change sce…
Check your Console window when running the game in the Editor. While the character won't disappear, it should throw a red error message at the same point instead. If it does, post the full message here - and also a screenshot of your full Player I…
Without seeing what you've done, I can only offer loose suggestions. But if your Animator component has Root motion enabled, then it will override the First Person movement code.
Brain will talk using an animation by the name of "BrainTalk_X", where X is a letter that denotes his facing direction - so when facing down he'll use "BrainTalk_D".
Without lipsyncing, this animation will run normally - i.e. it…
They look OK to me - you're saying you can only walk forward? And your Movement method is set to First Person? The only difference with mine is that I have "Snap" ticked for both Horizontal and Vertical.
It's not clear if this is becaus…
If you're having trouble making an animation in 2D Toolkit, you'll have to ask the creators of that asset.
If you mean with integrating 2D Toolkit animation into AC, have a look at Section 3.8 of the Manual.
MainCameraVR differs in that the Camera component itself is on a child object - meaning it can be rotated independently of the object that the MainCamera component is on.
When the game runs, the MainCamera will attach itself to the active camera - …
@jesska47: Try raising your character's acceleartion and deceleration values to a high number like 20 - I was advised that was a possible solution to a similar-sounding issue. Also please let me know:* Your Unity version number
* Your movement sett…