Does it only occur the first time the menu appears, or every time? Does it have a transition time? I have a feeling you could mask it by having a fade-in.
I will look into this, but you could probably do this using animations - an Animator on you…
I can't access the images.
It could well be down to using RFPS. The only way to tell is to switch to an AC-supported mode - change your "Movement method" temporarily to "First Person" and see if your luck improves. The demo sc…
Have you seen the tutorial on creating an Inventory menu for Unity UI?
When linking an AC InventoryBox to a Unity UI, you have to assign a separate UI Button for each slot - there's no grouping up. Is it not possible to place Buttons within a Scro…
I think we'll be going back and forth forever if we're just going by text descriptions of what's going on. Only thing for it is to see it myself - please PM me a .unitypackage file of the prefab + animations / animator controller / anything require…
It's still not clear from Unity whether or not this is an error with the latest version of Unity, or if it is now reporting an error that was already there.
These errors appear for me when using Unity 5.2.1, and so there are separate AC packages fo…
The Hotspot won't be clamped by AC, so if the parent object moves then it should as well.
Is the door physically moving or just animating? If you can provide screenshots or more detail, then it will be more possible to advise.
Sorting Maps are necessary if you want your character to be placed behind objects correctly according to where they are, and also scale correctly with perspective. They are generally the "next step" once the NavMesh is built, since the ch…
I've started looking into more options to set in the Actions Manager - v1.49 will allow you to set default colours per type, for example. But, it is a slippery slope.
Certainly you can just modify the Action itself - it's ActionFade.cs.
I can't go and debug custom code for you, but I can point you in the right direction so far as using AC's script functions go:
The value you return from an Action's Run function determines how long to wait until AC re-runs it, so if you don't need …
If you change your Interaction method to Choose Hotspot Then Interaction (in the Settings Manager), then you can use inventory items on Hotspots by first clicking the Hotspot, then clicking the item from a popup box (in the "Interaction" M…
A PickUp object is more like an object you pick up with the cursor - rather than put in the Player's hands. Think of the various objects you can play around with in Amnesia games (or the rock in the Physics demo).
If you're looking to place an obj…
Better to use the Animation window to create a new clip first, and then add the sprite. Look up Unity's official tutorials on creating animations, if you're just getting started with Unity they're a good primer.
That message means that it can't find the name of the animation you've written in your Player inspector. In v1.49, this will be more specific, but for now you'll just have to check that your animation names match up manually.
You can have as many …
The Active Inputs are stored within the Settings Manager. You would have to duplicate the SettingsManager asset.
Your Input settings are stored in Unity's InputSettings file, I believe.
Does your Player prefab have a circle collider at his base? "Is Trigger?" should be unchecked - this is separate to the box collider around his whole body.
Alternatively, try removing the BoxCollider2D from the Trigger itself, and replac…
I wasn't aware of the OnGUI problems with VR - thanks for the advice.
I think the main hurdle with that (World Space UI) would be incorporating it into the existing Settings UI without it being overly-confusing. Sprites may be more feasible, howev…