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ChrisIceBox

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ChrisIceBox
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  • Being a complex issue, for the best advice you'll have to describe what kind of turning you're looking to do.  It will require programming knowledge though, I'm afraid. If this is an animation issue, have you looked into using Sprites Unity Complex…
  • Not a bad idea!  I shall certainly consider it.
  • Does your GameEngine prefab have a "RuntimeLanguages" component on it?  If not, you'll have to add it manually (the asset file is in /Assets/AdventureCreator/Prefabs/Automatic).  This should have occured automatically when you updated - pe…
  • That won't work on mobile. Correct? Correct. I have added a UI button, but how do I click on it during an Interaction? The cursor is not visible. Sorry, I must be missing something obvious By default, the cursor'll be hidden whenever gameplay is…
  • If you fade in by a small amount, e.g. 0.1 seconds, I imagine the problem would disppaear.  You could also switch to Unity UI for your UI's display, which is generally much more suited to dynamic menus that move/scale each time they're dispalyed.
  • I didn't get any message, no. The v1.50 update (comimg soon) will give you the ability to change a character's Motion control variable regardless of the Animation engine used (currently it needs to be Custom before the variable is exposed). With t…
  • A large but necessary change.  UFPS constantly changes the way it's components are managed, and it's actually impossible to get a "one size fits all" integration.  The best solution, IMO, is to provide a stable and robust base integration,…
  • This is a very visual problem.  I'm going to need to see what you're referring to, to help further.  Please provide some screenshots of your scene + sortingmaps.
  • No, there isn't.  This looks like a bug, but I cannot recreate it. I will need more details:* Are you changing scene using the standard Engine: Change scene Action? * Does it work if you instead go to a different scene? * Does it work for other var…
  • OK - I'll remove the warning message in v1.50. As for the check platform issue, the movie clip Action UI changes with your platform - so two side-by-side will always look the same at any one time, but only one will be run if your connect them both …
  • Don't link it to AC's Menu System if you don't have to.  A regular Unity UI button will not care about the gamestate if it's not listed in the Menu Manager. Know that you can also trigger an ActionList to call your script when the player presses a …
  • My mistake - you're right, the Action can only change the movement method, not input. First of all, check that using Keyboard Or Controller input is absolutely necessary.  Depending on your control requirements, you may be able to leave it as Mouse…
  • As I don't know what you did with my last advice, I can only further suggest that you set "Root motion turning" in your character's Inspector all the way up to 1 (assuming you're using root motion).
  • It's likely that the StreamingAssets folder requirement is for mobiles only.  Can you confirm that placing this in another folder allows this to play normally on Desktop?
  • You can use the Character: Change rendering Action to lock a character's scale regardless of their position on a SortingMap - and the same Action again to unlock it afterwards.
  • I would like to, but I will need more detail than that to do so - as I said back in April, I can't recreate it myself.  Are you using UFPS also?
  • There should be no need.  Changing scene should have no effect on the values of global variables.  What version of AC are you using?
  • No.  The Trigger has a Trigger detects setting in it's Inspector.  You can use that to change what it responds to - just be sure the object in question has a Rigidbody / Rigidbody2D.
  • It's worth me saying also that the AC <--> UFPS integration will be overhauled in v1.50 in favour of a much easier and flexible workflow.  The UltimateFPSIntegration will instead by a component you add to a UFPS character to convert it to an A…
  • The Engine: Check platform Action can be used to make gameplay changes based on platform.  But on desktop platforms, you have the added option of playing the movie as a texture on a Material - you can then just point the camera at a quad that has th…
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