A tutorial on setting up First Person can be found here, and it's also possible to integrate Ultimate FPS.
You can use the Menu: Change state Action to enable Menus whenever you like. If the Menu's Appear type is set to Manual, you'll have to use …
The ability to use parameters in the Hotspot: Change interaction Action is not implemented because problems may arise when using it with Hotspots of different interaction counts. But, this isn't the first time a request has been made to add it. I'…
You have two options:
1) You create one Hotspot, two Interactions, and only have one enabled at a time. If your Interaction method is set to Context Sensitive, you can declare multiple Use interactions in a Hotspot, but only the first available wi…
Welcome to the forum @goblinforgegames.
We might need to see the ActionList in the question, but a custom animation can't play while the character is walking. You can, however, change what the character's walk animation actually is. Using the sam…
AC requires a "sprite child", so that it can keep the sprite facing the camera while the character's root rotates - but that doesn't mean the sprite child can't have children of it's own. The animation engine setting "Sprites Unity C…
I'm not familiar with iclone, but if it results in an animated model it shouldn't matter. What will affect things is it's scale - how does it compare, size-wise, with e.g. the Demo game's characters, Brain and Tin Pot. Add them to your scene to co…
Unless you need to make use of an "override" Player object in a particular scene, always keep your Player prefab out of the scene itself when saving in the editor - AC will load it into the scene automatically for you at runtime.
Please elaborate. Have you assigned your Player character as the Player prefab in the Settings Manager? Are you allowing Player-switching?
I'm also not clear on what you mean by a "load from there" - as in restoring a save game?
A bit of custom scripting would do it, which you could place in a custom Action.
When you overwrite an existing save, AC actually deletes the old file first - you can use the same code to do the job. Something like this should do it:
void DeleteS…
You haven't said whether your working in Legacy or Mecanim or not. And if you're using Mecanim, are you relying on "Root motion"? There are a lot of ways AC can animate characters - I do need more info before I can give specific help.
R…
Is your Input method (in the Settings Manager) set to Keyboard Or Controller? If so, you just have to map the space bar to an input button called InteractionA in the Input settings.
The Settings Manager should always list any appropriate input but…
You need to define a "Default Sound" object in your scene for the sounds to play from. Go to the Scene Manager and click "Auto-create" beside "Default sound", near the top.
You could do this already by splitting the Cursor icons, e.g. "Look incomplete" and "Look complete". When you run the interaction the first time, it disables itself and then enables the complete variant.
So it wraps "upwards"? You'd probably need to have a script that creates a wrap-like effect (e.g. inserts a new line after a certain number of characters). I'd suggest asking on Unity's own forum - this is a UI-related question, not so m…