Not in an explicit setting, but you could use parameters (again) to do this:
Create a Global Variable integer called "Number of items carried". Whenever you pick up an item, you'll want this number to go up (and down when items are dropp…
If it's still giving problems at 30, there's something very odd going on. You're sure that this Action alone is causing the slowdown?
How many vertices exactly does the NavMesh have?
With AC's support for menus made with Unity UI, you can use sprites in exactly this way. If a Texture2D is sent to Unity UI (e.g. an Inventory icon), it is converted to a sprite automatically.
The effect of a mousewheel has been set to pan, by default, but you change this in the Actions Manager. I inverted the Editor to work better on a Macbook, but perhaps prematurely. I'll either revert it or make it optional.
If it works, that's a good idea! I'm not actually sure how that would affect the Speech Manager, though - I'll run a test of my own. Certainly it won't be reset so long as you stay away from the "Reset lines" function.
Please do - it's important to report these, and you're right about the parallel function being the likely cause - the ActionList code had to be re-written to support it.
How are you triggering the ActionList?
With new features come new bugs, but with swift reporting I should get a swift update out, too.
@JDuaneJ: One of the reasons new tutorials are text-based, rather than video, is so that I can update them when needed. I try to keep on top of them, b…
I think I've solved the mystery.. The package you get (1.41a vs 1.42) is apparently based on what version of Unity you're using. Apparently the new asset store tools allow for multiple versions online at once.
To download 1.42, you must upgrade t…
Can anyone confirm they've successfully imported the update? Unity recently changed the way Asset Store packages are updated, and it took a few attempts to get this one out there.
The "Package Contents" box on the asset store page lists …
Welcome to the forum Carlos,
You may want to look into parameters. Parameters let you re-use ActionLists that perform common tasks by tweaking their fields slightly each time you run them. You can read a tutorial about their usage here.
Rather than turning off AC completely, try using the Engine: Manage systems Action. Using that, you can be specific about which of AC's systems get disabled.
First person* Fixed: Cursor lock not being set correctly when switching to First Person movement mid-game
* Fixed: First Person head-bobbing effect continuing while game is paused
Cursors* Added: Ability to exclude Icons from Cursor cycling in Choo…
Full changelog is below:
Upgrade notes* Animated Unity UI-based Menus require an Animator with specific state names, rather than specific parameters - see the AnimatedMenu_Example controller
* Custom animation engines now require the name of the sc…
I'm sure we'll sort this out for you, don't worry. A couple of things to try:* See if the demo games work - then we'll know if menus just aren't displaying for your own game, or for at all. Choose Adventure Creator -> Getting started -> Load…
It could be related to how many vertices your NavMesh has. Increasing the update frequency would be the best way to reduce slowdown, but unless it's really small (e.g. less than 0.5), I can't see how it would cause problems.
Try ramping it up to s…
Unfortunately, because of the way Unity works, it's not possible to prefab ActionLists. This is why ActionList assets exist. AC has a number of way to make this easier: you can use the ActionListEditor window to select all/copy/paste Actions from …