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ChrisIceBox

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ChrisIceBox
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  • No, but your scripts should be getting erased like that.  Are you prefabbing your NPC properly?  Be sure to place it in your Assets folder after creating it in the scene.
  • All you'd need to do is invert the influence: it uses the target's X co-ordinate in World Space, so if your Character was walking in the negative X-direction it'll be "read" as a decrease (even if the camera is looking at it from the other…
  • Thanks for the description, but I don't understand why you'd need to lock elements for this, when hiding/showing them would do the trick (unless I'm missing something).  When it comes to a menu, locking it basically means any regular calls to displa…
  • Not in a way that makes multiple lines very viable.  You can create a menu with separate Labels and Buttons (positioned such that they look like a continuous sentence), and lock/unlock the menu and others to show difference sentences, but it'd be qu…
  • The next update of AC, 1.34, will include support for the Ultimate FPS asset.
    in Ladders Comment by ChrisIceBox June 2014
  • Depending on what 2D mode you're working with, you may be able to check the Is trigger? checkbox in the NPCs collider.  You can't lock an NPCs movement of axis, but doing this may remove the Player / NPC collisions.
  • Did it successfully create a folder of your specified game name beforehand?  If so, did it manage to create and place any of the manager assets inside it?
  • Anything that you want the mouse cursor to respond to, basically.  Hotspots mainly, though sometimes you'll want to place a regular Collider on the default layer to "block" the mouse (to prevent clicking e.g. on objects in another room to …
  • For sure, that sounds like a need for a custom Action.  You could integrate it with the Menu system by using it to set the display text of a Label element.  If you didn't need the XML file you could do this quite easily: MenuLabel labelElement = (M…
  • That error means there's no object in the scene with a "Player" tag.  Have you put the Player tag on each Player prefab?
  • The same principal will work for the player, only you should use the Character: Animate Action instead, and check the Is Player? checkbox.
  • You basically need to tell the Subtitles menu label to accept varying colour changes as well.  If you're using the Demo MenuManager (or a copy of it), you can do this by going to the Subtitles Menu, choosing the SubsLineLabel element, and checking P…
  • Fixed for 1.34.
  • Not quite sure I follow.  Could you give a more "real case" scenario of how it'd work?
  • If you instead enable/disable the individual interactions when switching camera, then passing the "Turn Off" message will override them all.
  • Please hold out for the 1.34 update, which should be out next week (it's a big one).  It contains, among other things, something of a rewrite of the base player code, so I'd like to see if that has sorted the issue.
  • I meant in your Assets folder - anything that might change the Button style for whatever reason.
  • No problem.  From what I can see, you don't need to have the "StepZoneLeft" parameter if your Object: Animate Action's method is Play Custom.  You also don't need to have a transition from your Static to Fly animations - the Play Custom wi…
  • When it says you still need a prefab, it doesn't mean you need a model to go with it!  You can create an "empty" Player prefab from an Empty GameObject.  Add the Rigidbody, Capsule Collider, Player and Paths scripts (and the First Person c…
  • You can click and drag to re-arrange the list of scenes, and it updates the scene number.
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