OnLoad is called when a saved game is loaded, even if the player was in a different scene before the game was loaded. OnStart is called whenever the player enters the scene through regular gameplay. Ignoring save games, you'll want to use OnStart …
It's likely a combination of your acceleration parameters and your game's scale. Characters never actually "reach" their intended spot precisely - they'll always settle for a minimum distance, within which they'll consider themselves wher…
This is likely a bug. The visibility states of elements are recorded in saved games, but it's likely they're not retained on a scene change. Will investigate.
To open a container, you need both a Container: Open Action, and a Menu to display the items in. The two demo menu managers, Demo_MenuManager and Demo2D_MenuManager, have such a ready-made menu. Does your own menu manager have such a GUI? You can…
At what point does it take a while? Before the player even moves?
The NavMesh pathfinding is based on my own algorithm. It's the vertices, rather than the tris, that makes the difference. You may want to consider using Unity Navigation instead fo…
@hedgefield: The bad file was AnimEngine_Mecanim.cs. Perhaps it's related to your previous problem of scaling characters. I was wrong about your sprite children not being able to have Animator components - it should be enough that their animations…
@Antonis: Do you mean a simpler line than the one you stated? Perhaps some static functions, e.g. RuntimeVariables.GetVarValue (2); would be better. Is this what you're getting at?
1) Once the text input is stored as a String variable, it can be queried using the Variable: Check Action - e.g. check to see if it's the correct password or no.
2) There's no restriction with OnLoad and variable checking. Perhaps there's a proble…
I still can't do much without screenshots or a download link.
However, I would say that you should always limit your NavMeshes boundaries to just the area your player can walk. Does your NavMesh go into the other room as well? If it does, I sugge…
Thanks for the suggestion. I'll certainly have a look at it, but I'll admit I have no knowledge of UE at all. At the very least, I do appreciate the sentiment!
I'll be the first to admit my ignorance of most mobile games, but could you elaborate on what you mean by a 1st-person 2D game? 1st-person games are possible - as are 2D - but I don't quite know how you imagine the two going together. If you mean …
Sorry, I still can't recreate this. If you played with the prefab, it may reset itself for you with the next update, which updates the "Pause" feature the way you asked.
Perhaps there's been a miscommunication here. Is your NavMesh arranged such that it "wraps around" the walls like it should do? You shouldn't rely on blocking Characters for pathfinding - your NavMesh should still only mark out the area …
The demo menus are there for education purposes - once you get to grips with the menu system, it's up to you to build your own. You generally shouldn't go deleting the demo folders, at least until you're able to create a Menu Actionlist that does w…
I can't recreate this - there literally isn't any code in the Animated Camera's script that enables the Camera component.
The only way a Camera will remain enabled is if there is no MainCamera prefab in the scene to begin with, but if that's the ca…
I can't reproduce this error (not least now that I've fixed the mentioned bug). Pausing games with an InvActionList works fine - best you wait for 1.31 to see if it persists.