Welcome to the community, @Aenah.
It's possible to implement your own custom controller if you want to, but it sounds like you're experiencing a bug that should be seen to instead.
Try switching your Settings Manager asset to "Demo_SettingsMa…
No problem. The issue is that you have tagged all objects in your Player prefabs as "Player". I will get this case to work in v1.50, but in the meantime untag everything but the root Player objects and it will work.
When building your AC menu for a fixed aspect ratio, it's important to also have the same ratio in your Game window - otherwise the Menu could well end up being stretched undesirably.
It's worth me saying that the AC Menu system was designed before…
Local variables were added to make it easier to sift through the number of variables in large projects. I feel that a sub-sub-category of variables would make things overly-complicated for the user.
However, it's completely possible to declare a v…
You can just link together multiple Object: Check visibility Actions that each check a different button. Do this in the ActionList Editor window, so that you can better see what you're doing with the wires etc.:
(Image)
Update: Never mind, found and fixed.
Embarrasingly, the Action was trying to both add and remove the same object. This can be remedied by opening ActionInstantiate.cs, and modifying line 138:
KickStarter.sceneSettings.ScheduleForDeletion (gameObje…
A shakycam video at 240p isn't going to help much, I'm afraid.
In a test copy scene, try removing any unnecessary Actions from your OnStart cutscene, so that you can isolate the exact Action(s) that cause the issue. Screenshots will help, as will …
It shouldn't do, but try removing the default - it's best practice to leave it out of the scene anyway.
Don't use "Object: Add or remove" to remove the Player manually. The "Player: Swtich" Action will do this for you, and you …
Use parameters instead. Create a Mecanim trigger parameter named e.g. "OpenAirlock", and add a transition from "Any state" to your "AirlockOpen" animation, making sure that "Can transition to self?" is checke…
The minimum angle is currently set to the inverse of the Maximum angle. I will consider adding a separate value that you can change in the next update.
I will need to see screenshots to help properly.
1) You can use the NavMesh Visibility buttons in the Scene Manager to show/hide the green area. If you re-bake a NavMesh, the old one will be gone.
2) Enable "Gizmos" in your Game window …
You should see an option at the bottom of your GameCamera Inspector labelled Use default PlayerStart?. Is this checked?
That option basically means that the position of the camera will be based on your Default PlayerStart position, rather than the…