Welcome to the community, @onewolf, and thank you!
When it comes to integrating with 3rd-party assets, AC's approach is to provide users with the tools needed to write custom bridge scripts as needed. In the case of characters, you can add your ow…
1. This is something that I will be attempting to add in the future.
2. Currently, parameters cannot be passed using events in custom Inspectors. I am not sure if this is a Unity issue, as they haven't yet made available the code to display a cust…
1. But when you open the other scene, do you then have multiple scenes open at once, or does the previous scene close? I'm trying to work out if this is because of Unity 5.3's new multi-scene-editing features. Beyond that, make sure that you're no…
Threads on this forum? I don't recall hearing of this problem before, and none of the line errors refer to any of AC's scripts.
When you say it works when you test it, do you mean it works when you play the game? If that's the case, and the Anima…
If your speech Menu is set to appear Above Speaking Characters, it will be set by the character's collider by default. You can override this, however, by creating an empty child object to mark the position you want, and assigning it as the Speech m…
I mean it's to do with the Profiles system, as the UI is trying to display a list of them. Do you have save-game profiles enabled?
Open up MenuProfilesList.cs, and insert the following into line 384:
Debug.Log ("Number of slots: " + num…
In what context? When playing / not playing the game? At what point when playing the game?
It looks related to the profiles system. How many profiles have you created?
You can use the Character: Animate Action to change the walk and run speed of characters, but for true control over any variable in the Player Inspector, you can write a custom Action.
The Scripting Guide can be used to learn which variables are av…
As you have a FollowTintMap that affects children on Walk_D as well as Head, the two are going to conflict because they'll both by trying to change the tint of Head.
What happens if you remove the one on Walk_D (and any other that's above it in the…
It could be down to your device's software, or your iOS build settings - mine works when Api Compatibility Level is .Net 2.0 Subset, and Scripting Backend is Mono2X.
As Json seems the safer option, I'd ideally like to make it the new default - but…
1. That doesn't sound right. Does this affect the other Sorting Maps in edit mode, or only in runtime? Do you only have one scene loaded at a time when editing, or multiple?
2. Are you using Unity UI for your Subtitles Menu, and do you have Duplic…
I think it's more about the save scripts in general on iOS. Try changing the save method from XML to Json - you can do this by opening up SaveSystem.cs and inserting the following at the top of the GetSaveMethod() function (around line 361):
retur…
1. Can't recreate - rotating in UFPS works for me. Try increasing the Rotation factor on the PickUp.
2. Do you mean the other way around, as in free-aiming does not resume after rotation ends? That I have manage to recreate.