When using standard AC, you can replace the Rigidbody + Capsule Collider for a Character Controller, which is better for slopes.
Hotspots, Triggers and the rest will still work if you are using UFPS. Have you tried the UFPS prefabs from the downloa…
It's hard to say if this isn an issue you're having with AC, or just with the way Unity's Mecanim system works. If you don't have a transition, then the clip should play so long as your "Object: Animate" Action's Clip name matches exactly…
NavMeshSegments are there to aid those building very simple scene layouts - more of a convience. But for something complex like a terrain, you're better off baking the NavMesh from the terrain directly. You'll need to then move the Terrain's colli…
Of course, it depends on the hardware you play on, but the Mesh Collider algorithm's calculations are tied directly to the number of vertices in your NavMesh - size isn't a factor.
@Big_Cow: AC's been Unity 5 compatible for a while now, and has a few 5-specific features as well. It certainly needs to work with 5.2 - my own testing has deemed it ready, but if there are problems with it then reporting them here will be the quic…
They're stored as part of the Settings Manager. If you have 20, it'll be easier to duplicate the SettingsManager asset, and re-assign your other settings (player prefab etc) by hand.
Not at all - I don't pretend to be on the same level as Unity's dev team. It was necessary pre-Unity UI, but is definitely more of a convenience when prototyping now. The newly released v1.48 sorts out a number of lingering issues when working wit…
You can set the menu's Size to Absolute Pixels, to stop it from stretching relative to the screen's dimensions. But as @Snebjorn suggests, for more robust scaling it's recommended to create your button using Unity UI and integrate it into AC. A tu…
Editor* Added: Ability to show and hide a scene’s Markers within the Scene Manager’s Visibility panel
* Added: ActionLists and Conversations listed in the Game window when debugging can be clicked on to “ping” the relevant GameObject in the Hierarch…
And the changelog:
Upgrade notes* “Hide currently active Item in Menu?” checkbox is now a popup box, and will need to be updated if it was checked
* Static functions in GlobalVariables to read and write linked variables now synchronise by default -…
You may have to PM me the player prefab as a unitypackage file, if you can reduce it to the core needed (i.e. just the sounds + prefab, no UFPS / AC core files).
Well, I don't know which animation is supposed to be playing (door vs Door?), but Coffre is the default animation in the first window - so it'd make sense that that gets played automatically.