Whenever a first person game gives the player control, it'll revert back to the first person camera - other cameras can only be used during cutscenes.
To make use of another camera during gameplay, you first have to use the Engine: Manage systems A…
I'll have to write a third QTE tut at some point, but know that the QTE action is fully compatible with parameters - the linked menu, duration and input key can also be set to different values each time it's run.
Just like function parameters in co…
Thanks for the info. That code's an unfortunate side-effect of Unity 5's changing requirements for colliders, but it's causing slowdown in other areas too and really needs to be improved.
I may post a replacement function for you to test in a bit.
This should be in the Technical Q&A forum, but:
1) Attach the Particle Switch component to your Particle System gameobject.
2) You can then control the particles with the Object: Send message Action - sending the "Turn On" / "Tur…
The problem would be if you want to use the same inventory for both weapons and regular items (i.e. more traditional adventure-like items, that aren't equipped).
You're right that you shouldn't rely on two inventories - I'd recommend using AC's, be…
If other tests like assetbundles aren't working for you either, it sounds like there's a more fundamental problem with your project, and not necessarily an AC one. I'd start with a new project and just look at getting AssetBundles to work again - y…
I think you're misunderstanding how cameras work a little - essentially, the only camera that's ever actually "active" is the MainCamera. All other cameras (the GameCameras you create using the Scene Manager) are just references for the M…
There's so much to Moveables, it's difficult to pin down the source of this. Draggable and PickUp objects still go by Unity's Physics engine, so it's very often the case that you just need to tinker with Unity's Physics settings and Rigidbody compo…
NPCs can cope with fewer components if you don't need them to do much. You can get by without them having a Rigidbody, for example, which won't be a huge problem if they don't walk around a lot.
It largely depends on what the differences between each time period is (beyond the obvious cosmetic changes).
You could store the current time period as a Global Variable (ideally a Popup, so that you can only choose between the 4 values you've lis…
Welcome to the forum, @RajeeshRajee
You can place Triggers down using the Scene Manager's list of prefabs - it's under the "Logic" section. Just place one down, covering the area you want it to affect, and set it's action to Engine: Chan…
UFPS, then AC - simply because Section 1.1 of the Manual outlines exactly what you need to do to get your project up and running - it assumes you haven't imported the ProjectSettings.
The "wierd icon" is an indiatator that the object it's next to has a save script attached. How many such objects do you have? In any case, you can disable them from the bottom of the Settings Manager, with Show icons in Hierarchy window?
The "M" and "I" are input names, not the keys themselves - you still need to define them in the Input Manager, as you do the "Menu" Input that the Pause menu already is.
The Hotspot text refers to the Hotspot menu - if…
Haven't heard of this with AC before - are you relying on any other scripts / third-party code assets in your game? There could be a conflict somewhere.
That said, because the error happens when you load, I'm inclined to think that it's trying to …
Re: Parameters
If you aren't familiar with parameters, they're a way of overriding an Action's values with a local instance at the time the ActionList is run (just like function parameters). Using this, you can create ActionLists that perform commo…