That's a measure to prevent characters from "leaning" when the Marker's rotation isn't level. Have you considered just flipping the animations themselves? You may also be able to attach the model as a child object of the NPC script compo…
The mouse clicks don't ignore layers, so much as only register on the defined "Hotspot" layer. So long as this is different from your "Deactivated" layer, you should be fine.
@Vadbag: Can't recreate. Could you post a shot of your Hotspot menu, and tell me if you're using First Person or Ultimate FPS? I'm assuming this is occuring when the cursor is "locked" in the centre of the screen, yes?
Not sure about that one - upping the max to a large number would make the Action's slider useless, and it'd be less user-friendly to remove it.
However, you have a couple of simple alternatives:* Create a custom Action that's just a dupicate of Act…
Stick to one ActionList per object - many potential problems can occur if there's multiple.
In the pre-release days of AC's development, the "Interaction lists" were attached directly to the Hotspot itself as multiple components, but this…
@hedgefied: Yes, I agree.
@skitt2501: Excellent suggestion - it's already possible to link a Slider to a float Global Variable, but right now it'll always be "clickable".
UPDATE:
After testing, it seems that the Object: Visibility Action does indeed work for Particle Renderers. Don't know why yours wouldn't be working, but I still recommend the use of the ParticleSwitch instead.
A matter of opinion, perhaps. My thinking in e.g. 1) was that players would rather be able to move across a multi-screen scene if they can't see the Hotspot they wish to use once they've selected the items.
Much of these can be made into simple op…
Issues with a NPC, dying and pathfinding:
I was just assuming this was a common feature in UFPS. I couldn't say for how it would be done, but it's likely that someone's done this before. Better to get in touch with the creator of the asset, in th…
A simple modification of the PlayerInput script should do this for you. Look for the occurences of:
freeAim = Vector2.zero;
within it. There should be three. In Keyboard Or Controller mode, you'll want the second one. Just change it to read in…
Annoying. Perhaps it's to do with the Script Execution order. Try moving StateHandler around, and see what improvements it might make. You can modify it by finding the StateHandler script, and choosing "Execution Order.." in the top-rig…
The problems associated with duplicated entire ActionList-based objects is known, and an unfortunate effect of the way Unity works.
The offical work-around is to copy the Actions within, and paste them into a fresh object. This can be done easily …
I'd imagine that to be very complicated! But do-able, if you fancy some custom scripting. While AC's designed for more passive adventure games, you can inject your own code to run when clicking Menu Buttons.
If you change a Button's Click type to…
It's so that mouse clicks "see through" the player. However, you can change what AC deems to be this layer within the Settings Manager. Just change the "Deactivated" layer name to whatever you like.
2D or 3D? It's really just down to the Collider you're using. The Hotspot prefab comes with a Box Collider, but you can easily replace this with a different one. If you're working in Unity 2D mode, you could even place down a PolygonCollider and …
Thank you. Cancel interactions with is a very specific setting, and wouldn't be of use here. It might be a bit laborious, but it's been found that the best way is generally to create an "invisible" button/menu that marks the "click …
Currently the Object: Visibility Action only works for Sprite and Mesh Renderers, but I'll add support for Particle Renderers, too. In the meantime, if you are using a Particle System, you can also attach the ParticleSwitch script to it, and then u…