You can't carry Cutscenes / ActionLists over from one scene to the next, but the values of Global Variables will carry over: this post on how to create a timer might help you. You could create another variable (a boolean) to determine whether or no…
It's best to try to get the functionality working, before styling it to look like that - so let's put the half-circle aside for the moment and just concentrate on getting it working right.
You won't want to use quick-time events for this, as that's…
Temporarily, change your Input method to Mouse And Keyboard, make sure drag-drop is enabled, and see if it then works - we need to determine if this is down to a problem with the inventory, or touch-screen.
Again, I'm sorry, but I can't answer questions about using Unity in general - I'm not experienced enough to advise you on things like background resolutions.
However, if you are building to desktop, then Unity will only let you play a movie as a te…
The Highlight script is intended for 3D objects, it's true, but the code only references the Renderer component - which SpriteRenderer derives from. I don't believe it'll work with Canvas Renderers, however.
Getting the Highlight script to work wi…
Check that the animations themselves are set up correctly, and run OK in the Inspector preview window. But what does the player look like in the Scene window when he falls through the floor? I'm wondering about the state of the capsule collider.
…
A conversation is considered gameplay, so when in First Person it will revert to the regular gameplay camera. I will consider making this optional in the next release, but in the meantime you can prevent this from happening by temporarily changing …
Options is created by AC to store the values of your chosen sound volumes, language, etc - but I can't see how this would lock up your game, and certainly I haven't heard of this happening before.
If this occurs again, have a look in the Console wi…
The ManagerPackage asset file included in what I sent you had the WalkingDead asset files set up for you, so all you should have to do is click on it's "Assign Managers" button, as I said.
I think the button and cursor problems are relate…
No, you're correct: check presence will check if objects are literally in the scene or not. I just meant they can't be used to see if a Hotspot has been disabled, if the Hotspot is in the scene but not turned off.
But since this ActionList you're …
Do you have anything else tagged as MainCamera in your scene? Only the MainCamera prefab in your scene should be tagged as that.
What is your Input method set to, and have you set your Hotspot detection method (in the Settings Manager) to Player V…
The Object: Check presence will only check to see if the object is in the scene's hierarchy - nothing to do with whether or not it's on or off. Are these objects specifically (i.e. "hat", "paper_boat" etc) being deleted using th…
a) You can't do any more than that, when it comes to scene transitions - but bear in mind I'm only talking about the single-frame that occurs between the two scenes. If you wanted a fancy animation between them, you could instead play a full-screen…
a) You can't do any more than that, when it comes to scene transitions - but bear in mind I'm only talking about the single-frame that occurs between the two scenes. If you wanted a fancy animation between them, you could instead play a full-screen…
Generally looks fine. The only thing I can see that might cause a conflict is the Mixamo component. It could be overriding the head lookat target. Try temporarily removing it, and see if that solves it - at least then we'll know for sure.
If you…
Now this is how you submit a bug report!
Since you were looking into the code yourself, I'll explain what's happening: the ordering of the various input update calls is the wrong way around. First the mouse state is determined, then it's checked a…
I take it you've checked "Drag-drop inventory?" in the Settings Manager. Does it work if you run it in the Editor?
The UI Slot Click script is set up automatically for you - you shouldn't have to do anything.
If that's the case, then the correct menu manager has not been assigned. What is your menu manager asset set to? It should be WalkingDead_MenuManager. Is that even available to select?
If not, you can rebuild it by recreating the following Menu …
The Game window will show the viewport of whatever your active camera is - generally the MainCamera, so if there's any difference in the view it could be that your MainCamera is in different places, but that shouldn't make a difference anyway.
I ne…
a) You can fade to black when changing scenes by using a Camera: Fade Action just before your Engine: Change scene Action. Alternatively, you can check Overlay current screen? within the Engine: Change scene Action - this will remove the "blac…