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ChrisIceBox

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ChrisIceBox
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  • But you can also play a sound when the menu turns on, by defining an ActionList when turn on asset in your Inventory menu's properties - would this not achieve the same effect?
  • But in what version of Unity?  The version affects which scene file I send you.
  • Are you asking if a Hotspot can be de-activated until a later time?  They can - add the RememberHotspot script component to your Hotspot, and you'll find a Hotspot state on start field.  Set it to Off, and it'll be deactivated when your game begins.…
  • Welcome to the community @Killbert. To be clear: the NavMesh is only used to aid movement when a character is pathfinding (i.e. out of the player’s direct control).  If you move Tin Pot somewhere during a cutscene for instance, or rely on “Point An…
  • OK.  This is fixed for 1.46, and in the meantime here is the tweak to make: Open Player.cs, and change line 98 from: else if (activePath == null && KickStarter.stateHandler.gameState == GameState.Cutscene && charState == CharState.M…
  • The screens you've posted should be enough for me to look into the first problem, thank you.  I will investigate and get back to you in this thread.  For the NPC problem, please post in a new thread - again with full details + screenshots, and I wil…
  • Try creating three separate menus: 1) The lone "Inventory" button that is on display when the inventory bar is off (and positioned on the bottom of the screen).  Make this appear type During Gameplay. 2) An invisible menu that covers the …
  • I don't know if you're talking about the textures of the function of the button not working. Have you entered the name of the element you want to shift?  Bear in mind you'll also have to limit the number of slots on the inventory element itself, an…
  • 1) Mouse over what, exactly?  Please elaborate. 2) No, it's only a bool.  You could hack this though by clearing your "Talk bool" parameter from the inspector, and opening Speech.cs.  Insert this into line 62: speaker.animator.SetTrigger…
  • Are you working with Point And Click movement or Direct control?  If you're using Mecanim's root motion with Direct, you have an option to slow movement as you near wall colliders.
  • It's since been renamed to ActionList: Run.  Was this on a text-based tutorial?  If you tell me where you saw that, I should be able to update it.
  • You don't need to disable it inside your OnStart Cutscene - adding a RememberHotspot script to it will provide you with a field to disable it when your game begins automatically.
  • It's not the settings manager - rather your Options data, for some reason.  The Settings Manager loads up your PlayerPrefs so that you can control sfx volume etc from within it. What platform are you working on / building to?  There are currently p…
  • Yes.  And you can see a list of all currently-running ActionLists by clicking "Show active ActionLists?" at the bottom of the Settings Manager.
  • I might be able to upload it - you mean Unity 4? It'd probably be worth trying to fix the problem you have, however.  Have you created a Hotspot around the book, with no other colliders in the way of it to prevent the mouse click?
  • You can disable AC's Rigidbody overriding by commenting out lines 616-626 in Char.cs.  But my point about the Physics settings wasn't so much about fixing anything as it was about tweaking them to get better results.
  • You can - but when the import box comes up, uncheck everything except ConversationEditor.cs (in AdventureCreator/Scripts/Logic/Editor).  That's the only script file that was changed.
  • There is - add the RememberHotspot script to your key, and use that to turn the Hotspot off when the game begins.  When you want it to turn on, you can do so with the Hotspot: Enable or disable Action - but your method is just as valid.
  • Update: The "hole" system is kind of misleading, it turns out - because Unity will add the shape of the hole to the navmesh if it goes outside the boundary of the original.  So the best way to do this would be to create two navmeshes: one …
  • AC's lipsyncing has two parts: generating the data in the first place, and doing something with it.  3D speech movement works by normalising blendshapes so that only one is "active" at a time.  But it would be possible to highjack this wit…
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