Yes, I agree. I think the best solution would be to be able to supply an optional "Relative Marker" object inside the Engine: Change scene Action.
This would be placed in the first scene, at the green arrow in your first image. Just bef…
In your ToggleInventory ActionList (which I'm assuming turns the Inventory menu on or off), you can use the Player: Constrain Action to disable/enable free-aiming. This will allow the cursor to move around however you like.
There's not much I can glean from that, but I don't know why you're using an invisible cube parent as the pivot. You can animate the drawer model directly in the Unity Animation window - no need for Colliders, just the model and an Animator compone…
Unless you're talking about the cursor being locked to the screen's centre (which is optional), Unity handles how the cursor behaves when the game begins - not AC.
Welcome to the forum, @Edroy.
This isn't a question related to AC - since weather effects would be separate to what the asset does. You would be better off asking on the Unity forum instead. However, once you have a script that you'd like to trig…
You'll have to elaborate. What exactly is happening?
Since the scene you sent didn't have any of your assets in it, you should duplicate the scene and strip away everything unnecessary - including the set, NPCs and Hotspots, so that only the objec…
You can only display one "Use" interaction icon when in Context Sensitive mode - since it's purpose is to allow a streamlined interface.
To have the option of Use, Look and Take for the Hotspot, you have to switch to either of the other t…
@tomriddle1403: You're using v1.48? That option will only appear in the NavigationMesh Inspector if you have the following settings in your Settings Manager - check that they're the same for you:* Camera perspective is 2D
* Moving and turning is Un…
I still think it's a general 3D topic, since once you've created a model with a texture importing to Unity should be simple. Have you seen this tutorial?
Cursors can be displayed in two ways: as mouse pointers, or as icons within an Interaction menu.
What is your "Interaction method" set to, in the Settings Manager? If you're using "Choose Interaction Then Hotspot", then it's li…
This option shouldn't actually be present if your character uses Mecanim, as it goes against the point of the Mecanim workflow: AC will only change parameter values during gameplay, so it has no concept of what "Idle" is - so this option w…
I would have thought this would be best done in a separate 3D package, actually. Blender, for example, could do this quite easily - there're many tutorials out there on how to use it for that.
I believe @deroesi is also using projection mapping in…
You're not ever setting the value of DrawerOpened to True - you may want to do that before your "Variable: Run sequence" in your Use interaction.
Your drawer opening animation problem would depend on the Physics settings you've set up wit…
AC doesn't take notice of the folder assets live in. Do the copies show properly in the Inspector, with settings identical to the originals? Try duplicating them within Unity, if you were copying the folder in Explorer/Finder before.
If UFPS's mobile controller requires adding different components to your player prefab, then I'm afraid it won't work without some custom scripting for the moment. However, I can investigate this.
I believe it is a bug, but I have written a post on Unity Answers about it.
The error message you posted is the one that you'll get if you have the wrong AC version. If you re-download it (not just import) once you update Unity, then you should ge…