Fixed for 1.36. It only occurs when the NavMesh object is not at the scene's centre.
In the meantime, you can make the code fix yourself by editing NavigationMesh.cs, and changing line 50:
From:
newPoints.Add (hole.transform.TransformPoint (holeP…
Seems to be down to not all Windows Phones having the XML library needed by AC. You should be able to get around this by including the library in the build itself.
Look for System.Xml.dll in your Unity folder, and copy it into your project's Asset…
Your video doesn't show the co-ordinates of the camera's position, but I'm guessing that this is because the camera was outside of the constrained boundaries before you clicked Constrain. If it's out of the limit, then constraining it will cause it…
Not in AC. You may be able to do this using Unity's own system, and hook it into AC using a simple script (e.g. to only display when a linked Hotspot is highlighted).
When it comes to the menu system, it'll never be possible to build an interface that allows for any and all requests. To compensate, you can use the MenuSystem script to "inject' your own code into it. When a Menu is enabled, or a Button clic…
It is in my todo list. However, in the meantime be aware that you can also set up Cutscenes and other scene-based ActionLists to run asset files instead of local Actions. When used in this way, you can have more than one asset playing at once.
I haven't yet found the cause - by all accounts it shouldn't be giving much of a performance hit at all.
This is likely linked to your profiler woes. How many Hotspots do you have in your scene?
It's likely better to begin with going to the acParkour developer - the first step is to know how they recommend disabling/enabling movement, and they'll obviously have a better idea than my own experimenting. When you know the official way, it'll …
Write a custom one - there is no official "destroy" action. Copy the ActionTemplate script and use the instructions inside, and the manual provided, to from there.
I shall add this in the next update, but add this to the ActionListManager script and you can use it to check if you're in a skippable cutscene or not:
public bool IsInSkippableCutscene ()
{
if (runtimeActionList.IsRunning ())
{
return true…
What platform are you using? One current caveat of the Speech Manager is that you can't be in WebPlayer mode when exporting the script sheet. I shall make this more clear, or try to resolve the issue, in the next update.