Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,325
Last Active
Roles
Administrator

Comments

  • You don't want to attach any Remember script to your NavMeshes: just the ConstantID component.  This will create a reference that allows the current NavMesh to be saved.  Remember scripts are only needed when anything about the object your saving ch…
  • That should already happen - which setting change exactly stops it from working?  Certainly the camera type should have no effect.
  • My reply still stands: the MenuLink script allows you to link an inventory slot's functionality to a GameObject.  Getting to drag-drop would be a second step - first you just want to get items to appear as 3D objects.  The handling of the objects, i…
  • I really don't understand, I'm afraid.  This is a very visual problem and I don't have anything to work with - any screenshots you can provide would be a big help.  A tutorial on parameters, at the very least, can be found here.
  • I don't know what transition you've set up that goes back to your idle - I'd need to see it before I could be of much help.  With Sprites Unity Complex, AC won't force the playback of specific animations - it will simply amend the parameters you giv…
  • Not currently - but it should be.  Please leave it with me, I will see to it.
  • Looks fine to me.  And you're referencing a GameObject that's within the current scene? Do a test with a GameObject - no need to do anything with it in Run(), just get the UI to work.  Your code follows the same structure as other Actions, so it's …
  • Look into the MenuLink script - attaching it to a GameObject, and assigning a menu, element and slot number will cause clicking on it to perform the same thing as clicking on the menu itself.
  • The Appear type of Mouse Over only works during gameplay, so no - you won't be able to use it when the game is paused.  You could try using the Engine: Change timescale Action to slow things down, but you won't be able to freeze the game because set…
  • Use two Variable: Check Actions in sequence to check the two variables one after the other. It's recommended to use the ActionList Editor window for this, since a chain of branching Actions like this is much easier to read when working with nodes.
  • Not currently without a custom Action, but I'll see if this is could be added in the next release.
  • The Crafting Menu in the default Menu Manager should be enough to get you going: you just need to define a way to open it.  You can amend it's properties so that it's enabled when the game starts, or use the Menu: Change state Action to turn it on a…
  • The save system does indeed save the player's position in all three axes, and restores them when loaded.  It could be that the floor colliders are so thin that the player is passing through them to the floor below.  Check how their thickness compare…
  • You can use the Character: Face object Action to make your player's head turn to any object you want.
  • This would be quite tricky, because you effectively want the Inventory menu to have two "Appear types". Try this:* Change the Inventory menu's Appear type to Manual, so that you have complete control over when it is displayed * Create a …
  • You could try using the Object: Set parent Action to parent the player, but if you already have the correct behaviour using iTween, it's probably best to just rely on that instead.  If there's a function in iTween that will perform the behaviour, yo…
  • If you went down the custom script route, you could instead child the camera to an empty gameobject, and then just affect the empty's position. The "Use default PlayerStart" feature is used to ensure that the camera's position is always c…
  • If you've set your character's Animation engine to Sprites Unity, then you don't have to create any transitions - AC will play the correct animation by searching for it by name, which is why you have to enter the names of your idle / walk etc animat…
  • Assuming your game uses "Context Sensitive" as your Interaction method, you can use Interaction menus to handle the display of Hotspot icons instead of the cursor. With the default "Interaction" menu available in Demo_MenuManage…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.