Not so simple, in fact. Following your steps produces no such error for me. What does your Settings Manager look like, particularly the Movement settings?
I think you're misunderstanding. When you add a Sound script beside a character's speech AudioSource and set it to Other, then the final sound volume will still be controlled by the Speech volume in Options, but the "Relative volume" will…
So you're referring to save-game screenshots?
Are you crossfading to the new scene? If you're crossfading, then autosaving right at the start will show the previous scene as an overlay - if it was removed for the sake of screenshotting, then the p…
There is no link for me - just the word "Image". Please post a link instead.
I never said there was Speech - you have to set it to Other, and then it'll obey the Relative volume property.
Making the movment changes you describe to the 2…
@SkyTree: Again, please post issues in new threads. I can't see your second image. I wasn't aware you were using AudioMixerGroups for your sound volumes. The change will work if you're using regular AudioSources, but if your using Groups it would…
Whether you use Mesh Collider or Unity Navigation for your pathfinding, you still need to have the walkable area covered with a Trigger Collider tagged as "NavMesh" in order to recieve mouse clicks. The NavMeshes in your screenshots don't…
You'll definitely want to use Unity UI for this - you can easily add hover animations, for one thing.
For the separated colour effect, you could go with a non-interactible UI slider behind each button, and then change it's value either with a scrip…
@klarax: An unfortunate scenario, but the change had to be made. I'm sure there's a way we can work around it, however. I wonder if temporarily unchecking Treat carriage returns as separate speech lines before gathering your game's text would get …
Actions* Changed: The Actions Manager now display a list of Action categories as buttons - clicking a button expands it to show a list of Actions for that type
* Fixed: Error when using the “Object: Add or remove” Action to replace one GameObject wi…
Upgrade notes* The GameEngine prefab now has an additional component - “MultiSceneChecker”, and MUST be re-imported when updating
* AC’s UFPS integration has been updated, but the set-up steps have changed - please see Section 2.7 of the Manual
* AC…
Should do: Sprites Unity Complex is there for those who want to create smooth transition animations, similar to the 2D Broken Sword games.
Have a read of Section 3.9 of the Manual. It essentially allows you to rely on Mecanim parameters (such as t…
OK. Couple of things to check for:* Is the floor on the NavMesh layer, and has "NavigationStatic" checked (at the top of the Inspector)?
* Is there a discrepency between your MainCamera's FOV and that of the active GameCamera?
* Is there …
You could, but you'd have to modify AC's Speech.cs script.
Basically, you'd want to change any instance of:
KickStarter.playerInput.GetMouseState () == MouseState.SingleClick
with:
KickStarter.playerInput.InputGetButtonDown (axisName)
Where &qu…
The destination in 3D space has to be on a NavMesh - if there isn't one "under" the mouse when you click, then it'll find the nearest point to it. Does your NavMesh cover the bottom portion of your image?
This issue, as much as I can tell, is actually an issue with Unity. I'm on the lookout for a workaround, but it may have to be a case of waiting for Unity to fix the issue themselves.