Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,325
Last Active
Roles
Administrator

Comments

  • Welcome to the forum, @Gl00my_bear. This isn't a question about AC, but about Unity's animation workflow.  You should check out Unity's manual on this topic if you haven't already.  You're correct that you need an Animator Controller - you'll need …
  • Is there something in particular you're having trouble with?  The cost of writing such a book would far exceed that amount.
    in Scripts Comment by ChrisIceBox May 2015
  • AC is not officially compatible with Windows Store App.  You can attempt it yourself, but it would likely boil down to removing the right pieces of code without affecting your game.  So it really depends on what error messages you receive when doing…
  • #1 is already possible with the The GameCameraAnimated prefab.  While it's "Default" behaviour is to simply play back an animation once it's made active, it can also be tied to a Path object in your scene.  This'll mean it's point in the a…
  • This should be in Technical Q&A.  It's not a bug - you need to add the RememberTransform script.  Check Save scene presence?, Retain in prefab?, and also make the object a prefab placed in a Resources asset folder.  This is in the manual under s…
  • A notice for anyone who's experiencing trouble with UFPS in the latest AC release - specifically where player prefabs turn during cutscenes when they're not supposed to.  The following package will fix the issue until the next release is out: downlo…
  • It's a feature I made for my own game, which is Direct control.  It won't zero the movement speed, but it'll reduce it as close enough to it as it can without preventing the character to move properly again.  You can tweak the "Collider distanc…
  • OK.  Crack open KickStarter.cs and change the word "DestroyImmediate" to "Destroy" on line 631. I would also advise you use a Player: Check Action at the front of these Actions so that they only run if the current Player is inde…
  • I can't speak for the inner workings of UFPS, but in my experience things do have to be exactly the way it wants things to be for it to work.  It could well be the PlayMaker FSM you attached to your player.  Does removing the FSM cause things to wor…
  • Is it occupying the same space as a non-Hotspot collider that's on the same Default layer?  I found that to be the case when I had a similar problem when testing.
  • Ah.  Yes, it is.  However, you should be able to get around that by adding a Rigidbody to the Hotspot Detector object itself (and disabling gravity checks).  The Hotspot Detector makes use of Unity's Trigger code, and a Rigidbody is a prerequisite. …
  • Even if the mouse cursor is invisible when locked, it should still be detecting Hotspots.  I was going to call it a bug, but looking at the code there's an explicit call to deactivate Hotspots when this is the case.  It must be for a reason, but rig…
  • If you have a player prefab present in the scene before the game runs, then AC will let that one "override" the prefab setting for that scene only. The issue in your first post seems to be to do with the "MainCamera" tag, and th…
  • The RememberTransform component will store the change in position, rotation, and scale.  You shouldn't have to resort to OnLoad for this, and I don't understand your code about amending the gravity, etc. The component will store the transform for t…
  • A custom Action could be written that creates a particle effect, then removes it, at the Hotspot of your choice.  You could then incorporate it into your Hotspot's Interaction. However, you might also be able to simply use the "Object: Add or …
  • Not currently, but I should be able to add this as a feature.
  • Your change is correct - the "Instant" states are for when the UI is fully on/off, not transitioning. 1.44 changed it so that UI gameobjects are now fully disabled when they're off (as opposed to simply disabling the canvas component) bec…
  • @EBlomquist: Animation-wise, yes - with Mecanim characters.  You'll have to check "Slow movement near wall colliders?" in the character's inspector, then supply the name of your wall colliders (it can be anything you want).  I chose simply…
  • Hi Maria, welcome to the forum. To get animations imported into Unity, you'll need to make sure you have your models rigged.  Create an armature, make a bone for your door, and then animate the bones instead, rather than the door mesh itself.  When…
  • It seems there's a new issue with turning with UFPS in v1.44.  This package should fix it until the next proper release is out.
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.