Welcome to the forum, @joel - looking forward to AdventureX as well. Would be great to have some kind of "AC meetup"!
Camera perspective
The choice of 2D, 2.5D, or 3D mainly depends on the type of background, as sprite-based characters c…
You would have to write a custom Action that sets the value manually. The code you'd want to enable it, to go in the Action's Run() function, would be:
KickStarter.player.GetAnimator ().applyRootMotion = true;
Try this:* Enable the Lock cursor in screen's centre option.
* At the start of your first scene (when you want the cursor unlocked), use Player: Constrain to disable free-aiming. It won't change the option in 1), but it will override it - allowing…
You will have to re-send me a package that shows this new problem, then. Please PM it to me so it's private, and try to remove any unnecessary files that don't show the issue, as well as provide clear steps to see it.
Actually, this might be quite simple - at least for a temporary fix.
Open up PlayerInteraction.cs, and assuming you're using v1.49a, remove the following around line 920:
yield return new WaitForSeconds (0.1f);
So you want the same thing but for an inventory box instead, right? You can use the Shift function instead.
AC.MenuElement myElement = AC.PlayerMenus.GetElementWithName ("MyMenu", "MyJournal");
AC.MenuInventoryBox myJournal = (…
If you can wait for v1.50, it will include a NavMesh Agent Integration script. This component, when added to a character, will allow you to rely on a NavMeshAgent for player movement instead (so long as you're using Unity Navigation as your pathfin…
Back up a moment. Are you just using 1st person for both characters, or are you switching perspective as well as players?
The "Player: Constrain" should have a free-aiming lock, but this won't affect the checkbox in the Settings Manager.…
So this is a separate Player prefab to the one you're controlling at the time? AC is supposed to ensure that only one object tagged as "Player" is present in the scene - is this not the case?
Well, the character won't always be facing the target, and you also have to account for unexpected collisions. I've tried a few things and think I'm on the right track now. However, don't forget about the Destination accuracy slider, as it'll stil…
Are you using the ActionList Editor window to build your Actions? If not, open it up by clicking "ActionList Editor" in the Inspector. Then click "Auto-arrange" at the top, and you'll be able to see clearly the order in which y…
The input/movement locks are defined in the StateHandler script, but these are read-only because only the StateHandler requires them.
Instead, you should use the Player: Constrain Action to limit movement. Locking "Movement" (or "Up…
1) In 3D? Try varying the Destination accuracy slider in the Settings Manager, which controls "how close is close enough" when pathfinding. I am making some improvements to this area in v1.50.
2) You have a couple of options:* Use a cus…