An update: v1.44 will break the connection automatically when you create a new scene. To break the connection in an existing scene, you'll have to delete the camera (or untag it), and click "Organise room objects" in the Scene Manager to …
Makes sense. You can still use the Object:Visibility Action on the base object, even if it has no model itself - just check Affect children? so that it updates the child renderers.
For remembering the current state, attach the Remember Visibility c…
Actually, there's just such an Action already set to be included in v1.44.
But to correct the errors, you'd need to make your class a subclass of Action:
So change:public class FadeInSprite
to:public class FadeInSprite : Action
I see your point, but the best way really is to stick with the "Cursor Icon" method you've mentioned. This way, it ensures you have the ability to have such labels translated, etc.
All right, agreed. This should also be in for Variables - I think I'll have to make "sub tabs" for the Variables Manager now, so you see the lists of Local/Global vars separately.
If it's assigned in the Settings Manager, then it should always be loaded in when the scene begins. Your first post was that you could get the player to move - now you're saying that he's not even appearing?
The player should be appearing at the p…
What's your pathfinding method? Does the NavNesh hug the wall at a distance less than the player's collider radius? That may account for that kind of behaviour.
I'm not sure how much of that is possible with custom Inspector code, @danielvierna.
@2finger: Would an "Inventory: Clear" Action not achieve the same effect? You could run that when your game begins to reset what you've set to carry on …
Make sure there's a collider on the Default layer covering the wall - this will block cursor clicks, but also ensure they are not mistaken for the NavMesh.
AC does support the use of the Character Controller, but personally I haven't had to resort to it. Does the problem persist if you don't rely on root motion, @themightyzg?
In your Settings Manager, is your "Movement method" set to "Point And Click"? If so, check your Player's movement values (and that the object is indeed tagged as Player). The lack of animation on your character shouldn't preven…