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ChrisIceBox

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ChrisIceBox
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  • @thmightyzq: OK - hopefully we'll be able to solve yours following this, too. @UndyingSprite: This might be a bit tedius, but one (or possibly more) of those lines is the culprit.  Try experimenting with original lines / empty arrays (i.e. just rep…
  • @radiantboy: Great, glad to hear it! @ThatNorthridge: If you're using 3D blendshapes, you can use the Shabeable script in conjunction with the Object: Blendshape Action to handle expressions (see the Physics demo).  For a literal repliation of GF's…
  • The delay happens before or after the object is deleted? I'm still suspicious that it's the re-evaluation function.  Let's run a test: open up StateHandler.cs and comment out / remove all the lines inside the GatherObjects function - should start l…
  • Going by your Console logs, it looks like there's a bug related to using loading scenes if you don't have a player prefab assigned.  Is that the case with your game?  If so, try adding a temporary player prefab (you can use the ones in either of the…
  • Hi Mark, welcome to the forum. While I don't want to put you off AC, it is important you know what AC is and isn't.  Yes, AC can handle UFPS and PlayMaker, but it's intended for more passive games, that don't involve weapons, enemies, and so on.  N…
  • It's not recommended to change that, since AC assumes that conversations and regular gameplay are always kept separate.  If you can, consider relying on a custom in-game menu that makes use of buttons instead. AC determines what "mode" it…
  • #1, I'll look into some way of handling this - it may be possible. #3, Again, I'll consider it #4, I believe this is a Unity UI issue (more likely a "best practice" one, rather than a bug), since Unity handles the selection/highlighting …
  • The spinning effect could well be down to your "Destination accuracy" slider in the Settings Manager.  If your game was built at a different scale to AC's (model-wise) you may have to lower the slider's value a little.
  • Could you elaborate?  How exactly did you update AC?  So long as you weren't editing the demo assets, your scene shouldn't have changed - are you saying it's all been deleted (the actual file as well), or a new scene has loaded?  If the latter, you …
  • Bear in mind this only works when you're using GameCamera2Ds that are Orthographic.  The Parallax2D script is an effect to help non-perspective cameras. You need to set the component's Depth value to non-zero.  0 to 1 = background, -1 to 0 = foregr…
  • Darn it.  Well, it's not so intuitive, I'll admit. Character: Move along path Action is what you want.  Just change the Method to Stop Moving.
  • @pathworkx: You mean "AdventureCreator" is not in the assets folder?  Have you upgraded a 4.6 AC project to 5, or started a new one from scratch?
  • It'll create a new folder just inside Assets by the "game name" you enter on the NGW's second page. It's not recommended to edit the demo project beyond testing things, since it'll get overwritten when you update AC.
  • If you're using "sprite swapping" animations that wouldn't need smooth transitions between them, then that's enough.  For complete control over your Animator Controller, you can use Sprites Unity Complex instead - in which case AC will be …
  • That's quite a gap between upgrades!  So long as you don't save any actionlists until these problems are solved, then they should recover. First off, let's get new Actions working - we'll leave existing ones alone until then.  Make sure your Action…
  • 4.6.3 is the latest.  Download it, and see if that makes a difference.
  • If you select the GameEngine prefab, and find the PlayerInput component, you'll find a couple of "hidden" variables you can play with: namely, the delay that has to pass between clicks for them to register. You could well be right about i…
  • If you're Input method in the Settings Manager is set to Keyboard Or Controller, then you can map triggering interactions to the input button InteractionA.  Normally, I'd say this wouldn't be possible if your making a mouse-controller game however s…
  • Input buttons and axes are read using the PlayerInput InputGetAxisRaw etc functions.  The syntax is generally: Input.GetAxis -> PlayerInput's InputGetAxis function If you're not using Ouya, you could think about hijacking the OuyaIntegration sc…
  • You'll need to create a player prefab, first of all.  This tutorial will cover it (you can ignore the animation section if you are working entirely in first person) http://www.adventurecreator.org/tutorials/making-legacy-based-character This tutori…
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