If your UFPS prefab is set up correctly, you shouldn't have to disable free-aiming to lock the camera during gameplay-blocking cutscenes. Try using the UFPS prefab available on AC's Downloads page, and remove the Player: Constrain Action.
On the o…
Are you in Direct control and continuing to press the button, or are you pathfinding through point and click? There's many things you could be referring to here - please give more detail.
Was the other Mecanim character relying on root motion? I think that's the problem.
To disable AC's jumping, try going to the Settings Manager and reducing the Jump speed slider all the way to zero (it'll be under Movement settings).
You can set the checkbox through code with the following:
KickStarter.speechManager.scrollSubtitles = false; // or true
You could then place this code within a custom Action to call it within your own ActionListsr.
Go to the Highlight script inspector and uncheck brighten materials. You can then use custom code to affect your object based on the intended "brightness level" which will vary from 0 to 1:
myHotspot.highlight.GetHighlightIntensity ();
It was fixed, as far as I was aware. The "stutter" I was hearing was a result of it fading in when the scene changes.
You'll have to give some more info than that. Does it occur with mp3? Stutter in what way (rewinds / repeats?) Have …
To make it work within Dialogue System, you'll have to ask the author.
Calling ActionLists outside of AC in general, however, is done by calling their "Interact" function through script. Section 12.7 of the manual covers this and many ot…
Please be sure to read the "Upgrade notes" at the top of each release's changelog (each is included in the changelog.txt file in the root AdventureCreator folder). Any changes that require user attention are always listed there.
No, sorry. It sounds like a problem more on the Unity side of things, but if there's a problem with your write protection it's also to do with your own system, and unfortunately not something I can help with.
The only thing I can suggest is that y…
@fernas: Following @wrongtarget's advice, 1.42 brought some new features to make custom animation system integration much easier. See section 12.5 of the manual for more detailed info.
@TenwallCreatives: Bug recreated and fixed. A 'b' release wit…
= Version 1.42a =* Added: Option to invert panning in ActionList Editor window (now set to pre-1.42 behaviour by default)
* Fixed: Errors if an ActionList is triggered before it has been viewed in the Inspector or ActionList Editor window
* Fixed: A…
1.42 fixed a bug in which the "Turning speed" variable in 2D characters was ignored. That may be the cause - if it was set to zero before, it wouldn't have mattered.
I'm not sure what else it could be - testing with the 3D/2D demo games,…
@Nick: Thanks. Actually, the disabled step is irrelevant - the ActionList itself is only built when it's viewed in the Inspector/Editor. When you go to check the problem, it's created, which means it'll work whether you disable it or not. I'll ge…
Superb animation!
I think this is likely to do with the fact that you're relying on root motion. Test out the demo game's player prefab, Tin Pot, by using him in your Settings Manager's Player prefab slot - see if the jumping works for you then.
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I'd suggest upgrading to 1.42 before anything else, as it fixes quite a lot of bugs.
If the camera is grey, a couple of things to check (while the game is running):
1) Select the MainCamera in your scene and look at the bottom of it's Inspector - …