Sorry if this is a stupid question, but does the character have left and right idle animations defined? Once an NPC reaches his destination, there's nothing in the code to make him turn wrongly.
Nice looking game BTW!
By it's nature, the Hardware cursor won't be able to force itself in the centre of the screen - otherwise you wouldn't be able to close the game window.
However, I have managed to finally recreate this, so I'll be able to fix it - thanks for your p…
isRunning is a critical component of getting Actions to work. I'm not sure I see the problem - they're set correctly before they're state is ever checked, so it doesn't actually matter what it's saved as beforehand.
Thanks for the alert. Does it prevent the game from continuing?
Fixed for 1.40, but you can correct it in in the meantime by going to RuntimeInventory.cs, line 66, and moving GetReferences (); down so that it's inside the if statement.
Issue #3 is
not solved yet. Right-clicking with the selected item on a hotspot
after setting "Right-click active item" to "Deselects Item" doesn't
deselect the item
Works just fine for me. Try it in the 3D demo game - right…
Could it be that it's reading the inverted y-position of the cursor?
Try amending PlayerCursor.cs line 323. Replace GetInvertedMouse with GetMousePosition - does that correct the issue?
I can't see why the player wouldn't appear at the playerstart - should still work as it did before.
Have you tried defining a "Cutscene on start" for your scene? That's basically there so you don't have to create triggers for your scene'…
Whatever it is, I think it's a UFPS issue - not an AC one. AC's camera merely "latches onto" wherever the UFPS camera is - it doesn't manipulate it's values. Better to ask on the UFPS forum.
Currently the only lip-syncing feature that comes with AC is the one that Tin Pot uses in the 3D demo - a simple bone rotator based on the current speech audio volume. Since there's plenty of directions to take such a feature, I feel it'd be better…
Get the active GameCamera:
AC.KickStarter.mainCameraPrefab.attachedCamera;
Set a new active GameCamera and move to it instantly:
AC.KickStarter.mainCameraPrefab.SetGameCamera (theCamera);
AC.KickStarter.mainCameraPrefab.SnapToAttached ();
Turn o…