Having the model as a SkinnedMeshRenderer child object is generally how rigs are done in Unity - it's the same thing with Tin Pot in the 3D Demo. The main thing is that you have the Player and Animator components on the root object, which is necess…
You'd have to post the full script and explanation for how you use it for me to have any kind of response - as it is, you're interacting with AC in a way that wasn't intended, so without seeing exactly what you've done I can't say what this is down …
There's no difference in working with Mecanim in Unity 5 so far as I'm aware. It could be that the error simply doesn't display in Unity 5. If you were able to post the whole error, and the context in which it's appearing (e.g. the Inspector / Mec…
That should work just fine - you've checked the title matches exactly, i.e. no hidden spaces afterwards?
playerMenus.menus is private, but there's a public function that returns them instead:
AC.PlayerMenus.GetMenus ();
Third Person isn't a movement method, it's just a camera type - because you can use it with e.g. Point and Click movement, Direct etc. So long as your game is in 3D, you'll see a "Game Camera Third Person" button in the list of camera pre…
@Xidore: You might want to check out the new tutorial vid before deciding, but when you select 2.5D in the wizard you have the option to choose "one background per scene", which is probably what you want. It's not 2.5D in the "classi…
I see now - it's because you're setting the Global Var to effect dynamically as well. The fields beneath it will normally depend on the chosen var's type - so setting to a specific String var will give you a text field.
To get an integer box to ap…
Locking a menu will hide it from view - it's the same thing.
You can change a button's Click type to Run ActionList - in there, you can close a menu, and unlock another in a chain.
It really depends on how much of AC you want to use. AC isn't built for third person shooters, so things like the Game Camera ThirdPerson wouldn't be best suited - better to integrate your own camera instead, which could be done simply by attaching…
The lock feature could be done if the swap feature is there: you could create two instances of an item (a normal one, and a "locked" variant). The variant would have an empty ActionList as it's Use interaction, which would block the abili…
I'm afraid I can't offer much advice myself - AC will destroy objects itself with it's own OnDestroy() functions, so if you're switching to a non-AC scene then things should be removed automatically. If there are some tricks I'm missing, please let…
No, there isn't. But if the player's movement towards the hotspot is being cancelled, it should be doing it through the PlayerMovement script's StopMovingToHotspot function (around line 769). Try putting in a Debug.Log inside it to see if you can …
You're welcome. What changed that caused it to work now? The problems you describe were fixed a fair time ago, and the Physics Demo was updated, so I'm still confused as to why you're getting them.