Gravity: Just make sure that both boxes are either unchecked or checked, and it should be fine.
Negative speed float: It's automatic, you just need to amend your FSM to play a different animation if the speed becomes less than zero.
Nice eye for detail! For something this specific, you'll need to write a custom script that changes the texture if it's the wrong one.
Put this into an Update () function:
int language = GameObject.FindWithTag (Tags.persistentEngine).GetComponent…
If you run the "Dialogue: Play speech" Action without a Character, it'll still work, but you won't be able to play audio. It's simple enough to use a GameObject with an NPC script as a placeholder, though.
You can switch between Dialogue…
Don't save your Cutscenes as prefabs! That's why MenuActionLists exist - they're a way of storing Actions in an asset file. If you want to call a MenuActionList outside of a Menu, you can use the Engine: Run ActionList Action from any scene-based …
This isn't a bug. Generally, you want to use either the window, or the inspector - not both. Yes, the placement of Actions is different, but so long as they connect up in your window correctly, it'll still play just fine.
Sorry, I can't recreate this error - works fine when I test it. Are the offending Hotspots being listed in the Speech Manager, or are the ID numbers just written on the Hotspots themselves?
There's nothing in the engine's code that links audio files to the portraits - are any Menus displaying at all?
It sounds more likely that it's due to your transferring of platforms, which could well be more of an issue with Unity.
@skitt2501 - OK, I'll investigate. Thought this was already working.
@danielvierna - "Disable with left-click", under the Inventory settings, allows you to de-select an Inventory cursor with a left-click, when not clicking on a Hotspot. …
OK. Few things going on here - not sure how many are related (and for that matter, how fixing one will affect other systems.)
If it's OK with you, I'd like to deal with this in stages - fix the most problematic for 1.30, and then see about the les…
You probably don't have a Menu Manager set. The videos you're following are outdated - from now on, you should be reading the text-based tutorials instead.
You can load up the Demo's Menu Manager by going to the Menu Manager, and setting the asset…
To reference a scene object within a MenuActionList, you need to refer to it's ConstantID number instead.
Attach a ConstantID script to your Hotspot/ActionList, copy the number, and paste it into your MenuActionList-based Action. Also, be sure to …
Don't reference the prefab. Skitt's got the right suggestion with the ConstantID number.
@skitt2501: ConstantID numbers should NEVER reset! Please let me know how/why it changed if you can. Be aware that as of 1.29 you can set a number manually,…
The Collision mesh needs to cover exactly where the player can go, and not where the player can't, so the Terrain Collider isn't recommended. You can, however, export the Terrain Exporter to convert it into a mesh file that you can use to make a cu…
Looks like a bug! Will get a fix out for 1.30, but in the meantime, try this: PlayerMovement.cs, line 485.
Replace:
if (settingsManager && sceneSettings && Physics.Raycast (ray, out hit, settingsManager.navMeshRaycastLength, 1 <…