I can't recreate either of these errors. Bear in mind that with the complexity of AC, what might work for one combination of settings doesn't mean all combinations work. To properly replicate this I need to know exactly what your Settings Manager …
Without access to these devices for testing, I'm not able to say for certain one way or the other. It's generally a library issue when devices don't work. The upcoming 1.34 update does fix a known editor error in 1.33b for WP8 devices, but beyond …
Thanks, this has been reported before but I thought the size fix was enough to solve it.
I'll actually need a bit more than this to look at it properly. Could you post your Managers as well?
It certainly should do - skipping a Cutscene is designed to run all Actions instantly. Logic is still preserved. Are you using custom Actions? As @orrence suggests, screenshots would help, as this is likely something specific to your Cutscene.
T…
I apologise for the script changing, but in fact the GlobalVariables class is still the right one to use - but they're static now meaning the syntax is easier. This tutorial has the full list of functions available, but the corrected line you've po…
No, it's not supported - for a number of technical reasons, the underlying one being that I couldn't guarantee it's stability enough to make it official. There are many variables involved, and the safest way to keep control of everything (NavMesh, …
Not me, I'm afraid - you'd have a better chance on either the "Extending the Editor" forum or even Google. Shader scripts are a foreign language to me.
I haven't given up yet ;)
Let's try creating an entirely new project and importing in just AC 1.33. Get the Demo game running first of all, and nothing else. THEN go about transferring your game's assets from your old project to the new. You can…
I'm not following what your intended effect is. The hallway looks like it's viewed top-down, but that would involve rotating the player in the X-axis. Is that what you meant?
You'll likely have to make a second player prefab for that section of…
Click the Refresh button in your Actions Manager. Though really, if you don't rely on custom Actions you can just make use of the Demo_ActionsManager asset, which is always up-to-date with the latest Actions.
That's not so simple. It's possible, but cumbersome: basically you have to have two menus - one for each position you want - then lock / unlock each of them as appropriate.
You can't assign a Menu to a Character in the way you're thinking, so when…
First steps:
1) Top menu, Adventure Creator -> Getting started -> Load 3D Demo Managers, and run the 3D demo. Do the Menus display then?
2) If so, load in your own managers, EXCEPT for the Menu Manager (leave that as Demo_MenuManager). Doe…
I would recommend splitting scenes up as much as you can - it's generally a whole lot easier to manage a game with more "small" parts than fewer "large" ones.
The Highlight script changes the colour of it's object's materials. To improve performance, Unity's mobile shader doesn't have a colour field like the "regular" one does. Because every shader is different, it's impossible to write a &quo…
I apologise - I got confused by your images when I saw the door and hotspot labels.
@skitt2501 has the right idea - you'll want to create two Menus with the illusion of it just being one, with one Menu recreating the look of each image you posted. …
You'll want to create a Menu that has an "Appear type" of When Speech Plays. Then add a Label to it, and change the "Label type" to Dialogue Portrait.
If you want, you can copy the ready-made Subtitles Menu from the Demo_MenuMa…
@Antonis:
It's as simple as it can be. If the variable's ID is 23, the line:
if (AC.GlobalVariables.GetIntegerValue (23) == 1)
{
// Do code
}
will work just fine, provided the variable in question is an Integer. The error you posted may be sim…
The tutorials are up-to-date now, but generally the difference is with the arrangement of your scene objects and cameras. The workflow for character animations is the same, the only difference when it comes to building character prefabs is that you…