You do need to click "Organise room objects" but there's no need for one scene manager per scene. The scene manager doesn't actually store any data itself - it actually just takes the various settings found in the scene objects and displa…
Welcome to the forum, @justin0025, and thanks.
Are you making use of the menu system's Slider element to build your bars? If so, you can link it's value to a Global Variable (float) by setting the Slider affects property to Float Variable. You ca…
There's a point in Da New Guys where the player can switch between multiple characters, who may or may not be on the same screen. Because the player had total freedom of control, it was possible to place one character in front of a doorway, switch …
I'm having trouble seeing how that can be happening. The code doesn't manipulate the asset itself - merely "downloads" them from the asset to the cutscene when the game begins.
Could you provide a step-by-step account on how to recreate …
Which perspective are you working in, and is this error just for Players / NPCs or all Characters?
When previewing the menu in the Game window (when the game is not running), the menu assumes that the screen's centre is the character's position. X…
- The 2d animation is not
working properly if I use the Dialogue Stop Dialogue. The character
keeps the talking animation also after the dialogue.
This will be fixed for 1.40.- Action list duplicates many times for each subtitles menu. I need
t…
It's do-able, but again: you still need a custom script. If I've followed the logic here, you want the menu (once opened) to wait until the mouse has BOTH entered AND THEN exited the menu before closing. A custom script would be able to set a bool…
Perhaps we had different classic games in mind: the old Sierra games would NEVER change the cursor for you - you'd cycle through them, or click their icon from above, and the cursor would remain as it was until you changed it.
Still, you're right a…
@megawave: Indeed - you'll be able to either define the DOF distance explicitly, or set the camera's "target" (by default the player, but you can set it to any object) as the focal point.
Yeah, this should be possible - as of 1.39. In your Settings Manager, set your Interaction method to Choose Hotspot Then Interaction, then Select Interactions by to Cycling Menu And Clicking Hotspot.
You'll now be able to define multiple Interacti…
Since 2.5D games traditionally use backgrounds that are pre-rendered 3D, the general workflow is to model the NavMesh in the same modeling package as the background was created in. Free from working to a fixed perspective, you instead model the Nav…
In what version, 1.39? It sounds like it can't find the MainCamera prefab. Did you remove it from the scene, or modify the PersistentEngine / GameEngine prefabs?
From your description, I can't tell if this is you're seeing it work as intended or not. When you set the Source to Asset File, it's own Actions will be ignored. The Actions will be taken from the referenced asset file, but only at runtime. This …
Finally, there's no translate or move object to a marker, position or
another gameobject action except for characters. Would be cool to have
that.
But the Object: Transform Action does just that, no? What is it you're looking to do that this Ac…
If the player's stuck because the NPC is in the way, consider lowering the "Destination accuracy" slider in the Settings Manager - that'll mean the player won't try to be so close to the target when walking.