Unlikely without some custom scripting. AC allows for pre-baked NavMeshes made with Unity's Navigation tool, but a deformable terrain would require this to update in realtime.
It is possible to write your own pathfinding algoritm (see Section 12.4…
The Manual does include a description of what each Action does - see Section 5.2.
You can also see descriptions for each Action within the Actions Manager - just click on the name, and you'll be given more information.
Thanks, that all sounds normal. And the problem is when the character walks, not just when running?
This being a visual problem, I'm going to have to see this in action. Could you post a video or clear screenshots?
I also need to know more about…
Actually, this is a very simple tweak. Open up ActionParameter.cs and change line 157:
stringValue = _value;
to read:
stringValue = AdvGame.ConvertTokens (_value);
I don't believe so, as I also tested it in the in-progress v1.50, which also includes that fix.
But the scene you sent didn't animate anything at the node - there was only a speech Action in the Cutscene.
Yes, thank you @PixelCrushers. I've only managed to get the problem to show intermittently, but I hadn't noticed the player prefab's presence in the two scenes - and that's almost certainly the cause.
The conversion of tokens in console text is a good suggestion, thanks.
Have you looked into parameters? They're a good way of recycling ActionLists in cases like this.
Once your familiar with how they work, create a String parameter, and insert i…
What scale is your game at (i.e. what's your character's height in Unity units)? Also, your movement speeds? The super-accurate feature should always put them at the correct spot - the reason it's experimental is because the "snapping" e…
What versions of Unity and AC are you using? It runs fine for me - though I had to set the Subtitles menu to fit within the screen before I could see the fish's speech line.
Looks all OK to me. Best thing to do is change your Menu's source back to Adventure Creator. Then use the property controls to do a simple-but-functional AC variant of the Menu. Add highlight/click textures to the Button (again in the AC Menu Man…
On a technical level, it's because the character will always move towards the intended target - but will more often than not step just past it in-between frames. And since different move speed means this threshold also varies, the destination accur…
The Sprite Fader script will only be able to change the alpha value of the Sprite Renderer that's on the same object it's attached to.
Rather than attaching 5 separate scripts to the bubbles, and controlling them all separately, it's better to simp…
Are you referring to the visibility of the mesh objects that the Hotspots represent, or the "clickability" of the Hotspots when the door is closed?
If the former, you can use the Object: Visibility Action to change the visibility of any m…