You can use the Object: Add or remove Action to load prefabs into the scene at runtime. You can use the same Action to destroy them once you're done with them. If you need them to be stored in save files (e.g. if one such model should be present d…
If you're making a UFPS game, then the "Default camera" will be ignored, since regular gameplay will make use of the UFPS camera. Instead, you'll want to cut to the camera in the OnStart cutscene - what have you got in there already?
@Rocco, if you're forcing the aspect ratio in the Settings Manager, you can retrieve it, and set it, through script with:
AC.KickStarter.settingsManager.wantedAspectRatio
If your game's resolution gives you a different aspect ratio to the one supp…
Don't apologise - if there's a problem, thanks for the alert! Setup #1 is the correct workflow, but how often does the error appear? If it's only the once, does it prevent weapons from appearing at all?
I find that it largely depends on the relative difference in size between the height, and the radius of the character's Capsule Collider. However, you might have better luck using a Character Controller instead - though I don't know if that will co…
There should be an extra "Hotspot Detector child" at the bottom of the Player inspector that'll appear once you set it to Vicinity. Have you assigned your Hotspot Detector in that field?
Everything looks correct - at least what you've shown in your screens. But it's not clear if this is down to the Animator not playing, or the animations inside them not working.
Select the player's Animator Controller and view it while running the…
No, but I'll consider this being included in an update. For now, you'll have to use a variable to determing what the material should be when your "OnLoad" Cutscene runs.
What's the problem exactly, @PurpleShine - that the manager assets aren't loaded into the Game Editor window? If you used the New Game Wizard to create them, navigate to your game's folder and find the "ManagerPackage" asset. Clicking on…
You may be able to populate the menu at the moment it's turned on, rather than every frame - that should be more efficient. At least you have it working, however.
A simple but significant issue for those making 3D games has appeared. Download 1.44b to fix it:
= Version 1.44b =* Fixed: Characters not being able to rotate instantly if they have a Rigidbody attached
@lefoosh: But if you select any of those messages, do you get any more info within them? Again, let me know your target platform. It's also not clear if AC or 2Dtk is to blame - remove one in a temporary project, and rebuild, to find out which one…
I don't understand your sequence of Actions - please post screenshots that make it very clear. Know also that you can use the "Character: Move along path" Action to stop a player from moving.
You're right, that does seem to be a Unity bug - I'd appreciate you filing that report with Unity.
You should be able to use a CursorIcon in MenuGraphic, but that's just a hunch.