I'll look into adding an option to allow for "floating movement" in the Character: Move to point Action for the upcoming 1.39 release, but Minecraft-style free-movement is different from what I thought you were asking about - the ability t…
Ah, I see what you mean. So the use of the Engine: Manage systems will cease all movement - player-directed or otherwise. While you should still use this Action to disable e.g. Interactions, you should use the Player: Constrain Action instead to p…
The way you showed in your screenshot is correct, you can use the Object: Send message Action. This Action will have similar effects on Collisions, Triggers, etc, which is why there isn't a dedicated "Hotspot: Enable or disable" Action, b…
If you want pathfinding, yes - you need a ground for the player. However, it is possible to create Paths that ignore the effects of gravity, but you'd need to create these in your scene before the game is run. You'd then have to use the Character:…
There's a function in the ActionListManager script that'll kill all currently-running ActionLists. You can modify the script (by inserting this code into the Run function) to call it:
GameObject.FindWithTag (Tags.gameEngine).GetComponent ().KillAl…
Glad to hear Unity 5 works with AC, thanks. I've been rolling out the necessary script changes I hear about with the past few updates.
I do plan to implement support for it at some level, though the exact extent isn't decided yet. My intent is to…
There's a difference between speech skipping and ActionList skipping. The "Is skippable?" checkbox on ActionLists refers to the ability to skip through an entire sequence when the "EndCutscene" input button is triggered. Speech…
You need a Circle Collider for Unity 2D mode, not a Sphere Collider.
The intended effect is for Hotspots within the collider to highlight and be interactive - those outside will not. As well as the highlight effect, you can also set Display Hotspo…
After thinking about it, I'm not convinced to include such an Action in the official AC release, since it's use is only for rare instances such as this. However, since it was simple to write I've uploaded it for you to download here.
Regarding the…
Deactivating player control shouldn't affect the player prefab's ability to be manually controlled in Cutscenes - simply that the player can't control him directly. What exactly is happening in the Cutscene that won't work? Please post a screensho…
This is the right approach, but there's a few functions that you can use of AC's to make it easier:
Say your menu's called "Inventory":
Menu inventoryMenu = PlayerMenus.GetMenuWithName ("Inventory");
PlayerInput playerInput = G…
Not yet, but it's an interesting suggestion. My only issue would be how it may conflict with speech audio which might also play - perhaps if the "typing" sound only played if there was no line-specific audio?
Thanks for the info. First of all, you ought to remove the "GameCamera" script from the First Person Camera, as this may cause conflict.
I believe I've solved your "runaway camera" issue when using Touch Screen mode, but I'm no…
Well, let's look at the first question, first - because that indeed sounds like a bug! It shouldn't be necessary to merge the cursor modes, because you should be able to play it "unlocked" the whole time.
Please post a shot of your (desi…
@Xidore: Thanks - I think that should do it, too.
@Eastman: Please say if this doesn't work, and I'll revisit this. As for the "reverse" option, I don't believe Mecanim currently has the ability to do this (though I'll gladly be correcte…