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ChrisIceBox

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ChrisIceBox
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  • AC's MainCamera will stick itself to the UFPS one, just like it does to regular GameCameras.  Technically, both are actually present in the scene, but they should both be in the same spot.
  • It sounds like you just don't have your NavMesh set up properly.  Have a look at this page, it'll go through the process of setting up a NavMesh based on your chosen method of pathfinding.
  • If you saved it afterwards, I don't think so, unfortunately. Just re-import AC to revert the collision prefab.  When in Unity 5, AC won't rely on them as Triggers, but will instead just use Physics.IgnoreCollision to make sure no characters or anyt…
  • You can use a PopUp variabe - it's much easier to read when using in Actions.  A PopUp is like a string that can only take certain values (e.g. "Mission One", "Mission Two").  You can still use it's value in Actions as you would …
  • Welcome to the forum, @roelienvn. I'll need some more detail about your setup before I can help too much - screenshots of your Animation Controller and NPC inspector would be a big help. You need to use the "Character: Animate" Action to…
  • I will fix this for 1.43.
  • Welcome to the forum, @jkci. Having inventory survive scene changes is a crucial part of any adventure game, and AC handles this all for you.  The dialogue question was a separate issue and unrelated. It's not clear what the cause of this problem …
  • The character should return to idle once the speech has finished playing - what does your character's Inspector / FSM look like?
  • You have to define "Head yaw" and "Head pitch" parameters both in your Mecanim FSM and the Player's inspector.  When head turning is enabled, AC will affect these float parameters based on the angle the head should be facing - yo…
    in QTE Comment by ChrisIceBox March 2015
  • The "Loading scene" option allows you to have a loading screen / effect when you transition between complex scenes that take a few seconds to load.  It shouldn't contain any logic / menus, and also shouldn't be the first scene in your Buil…
  • Thanks for posting the workaround, but I'd be happier if it didn't have to come to that.  Does it work if you have your player prefab present in the Titlescreen scene? Also, what's should the background/player sprites actually be, and what are they…
  • They shouldn't need a Rigidbody, but you need to set the minimum distance and have them lie on a NavMesh for it to work.
  • If you use the New Game Wizard to create your managers, you'll have the option to copy over the demo game's menus - it's much easier to modify those rather than start from scratch. That said, there's a whole bunch of menu-related tutorials here.
  • The hardware cursor not showing in Mac is limited to the editor only, I believe, and is a known issue with Unity.
  • If you're using 1.42c, AC will handle the convex/trigger issue for you automatically.  "Convex" and "Is Trigger" should both be left alone, unchecked. The other problems you've reported are very serious, but I need more detail. …
  • Sorry - it turns out there's too much to change for me to post it here.  Look out for the changes in the next release.
  • AC is only compatible with Unity 4.6.2 or higher - you will have to update your version of Unity.
  • The "examine interaction" field is a special-case type that requires a right-click.  If you want a left click instead, use the "Use interactions" fields, as you've said - you can still change which icon is used.
  • I never was good at spot the difference.. I can see there's something going on with the first two characters on the left, but this isn't enough to know exactly what you mean.  Is the first guy shrinking slightly? AC's character sprites have to cor…
  • You have to place each graphic in a separate element, and use Menu: Change state to swap them out (i.e. show one, hide all others).  If you have a lot, you can use parameters to make an ActionList that you can use to show the correct one dynamically…
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