a) Add the RememberHotspot script to your Hotspot, and change the Hotspot state on start to Off.
b) Kill can be used to stop ActionLists midway through running, or to prevent a delayed Cutscene from running at all.
c) Parent your room objects so t…
As @Guran points out, the "top down" approach is indeed down to the way NavMeshes must be laid out in Unity. If you wish to work in Unity's native 2D view, you can switch your Moving and turning setting to Screen Space, but I do recommend…
Does your character's FollowSortingMap Inspector have Offset original order checked? It sounds like it's inadvertently "adding" it's order number with each scene change.
Was this working pre-1.30? Nothing related to Sorting Maps was changed in the latest release.
Does this problem occur when playing the game from this scene, are you using multiple Players, and is the Player prefab in the scene before the scene is …
You can trigger it simply by running the ActionList's Interact () function - this will handle the ActionListManager as well.
However, you may want to consider using Constant ID numbers instead. If you call an InvActionList / MenuActionList (which …
Certainly not. Again, how exactly did this come about? Are the values in the Replacement token field (in the properties section for each Variable) showing [var:1] as well?
Bug alert! A critical error was found when using the Character: Animate Action on Mecanim-based Characters. If this is relevant to you, please download the 1.30a release, which fixes this. No other changes made.
You're welcome, guys!
@Antonis: I'd suggest you back up your game before upgrading, as a rule, but generally the procedure is indeed to replace the old version.
* Added: ActionLists are now skippable with the "EndCutscene" input (see Upgrade notes above)
* Added: Categorised Actions - designed to cope better with increasing number of available Action types
* Added: "Engine: Manage systems&quo…
Sorry, confused here: your thread's title suggests things got wiped, yet you say you wanted to delete them. Could you elaborate on what exactly on these pre-defined prefabs? I'd appreciate some screens of the new Hotspots and Interactions, and wha…
For full control over a terrain-based NavMesh, you're better off exporting it using this script. You can then edit it as a mesh in, say Blender, which will allow you to alter your mesh for obstacles, without affecting the original terrain.
Does a simple Camera: Switch not suffice?
Actions are run from the ActionList they're contained in. You can't run a "standalone" Action by itself. Also, ActionLists add themselves to the ActionListManager (which removes them from itself…