Essentially, it would be a case of working out which Path segment the Player is currently in, calculating that segment's normal, and then placing the camera some distance away from it in that direction.
I gave this a go myself, but it did become to…
The main issue I'm seeing is that you're using the Object: Call event Action to update the SaveMenu prefab.
The issue here is that - at runtime - you'll want to be dealing with the instance of the SaveMenu prefab that's in the scene Hierarchy, and …
The Save button in the default Pause menu is set to make itself invisible automatically when saving is prevented. By default, an invisible UI element will have its GameObject de-activated.
When using Unity UI, though, you can set its When invisibl…
Welcome to the community, @Brijac.
When it comes to integrating two assets like these - which both act as "base level" assets for a game - there's no set way to do so: it depends on how exactly you need them to work together.
Certainly y…
If the Footstep Sounds component is on a child object relative to the Player and AutoSetFootsteps components, it should be picked up.
If you weren't using the Footstep Sounds component before, though, best to remove AutoSetFootsteps for the moment …
You can use the Scene: Check Action to check which scene you (or a specific Player) is currently in, and re-route your ActionList to react accordingly.
If you want to both switch scene and Player at the same time, use the Player: Teleport inactive …
Short answer: yes. Depending on settings, AC will limit the display of save-game slots to only those that are valid.
If you check Allow empty slots? in the element's properties, it should then show all slots - at least up to the Maximum nuber of s…
Char is the base class for AC characters. You could make use of a CharacterController to perform the grounded check, but you'll have to elaborate on how things were made worse.
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What line in the script was this referring to? That may be ke…
Thanks for the details. Yes, your menu looks fine.
I suspect the issue is to do with the order in which the script is executed relative to AC - and the menus are being accessed by the script before AC has generated them.
Open up the GabrielKnight…
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You could have a camera that basically sticks to the Player's right side by just parenting it to the Player. The issue is that even micro-adjustments to the Player's rotation will cause big changes in the camera's position. To do something…
Side Scrolling will move the camera in 2D only.
To have the camera maintain a persistent angle relative to the Player, you need a frame of reference for it to know which way to face. This was the intent behind my original script, where you mention…
The Active Input's "Input Button" field refers to the name of the input listed in Unity's Input Manager - not the key itself.
Rename this to "Hand Down" - the only mention of the "c" key should be in Unity's Input Mana…
If you have a Unity UI-based Menu, you can make use of Unity's own Input Field component to allow the player to enter text. This doesn't actually need to be linked with AC's Menu Manager as an element to work - only the prefab itself if you want AC…
The error suggests that the symbol has not been added - as it's still referring to Unity's Text component.
Your mention of the symbol above was missing the "h". TextMeshProIsPresent is the correct symbol.
They look correct. What of the Footstep Sounds component?
Replace the wiki script's LateUpdate function with this, it'll output some debug info in the Console:
private void LateUpdate (){ if (character.IsGrounded ()) { Vector3 raySta…
Welcome to the community, @tonemcb.
Is this for a game that uses the "Context Sensitive" interaction method?
The icon you're currently seeing is part of the cursor, but you can enable a separate "Hotspot icon" in the Settings M…
"Scripting Define Symbols" is a text box inside Unity's Player settings. Entering the keyword here tells AC that TextMeshPro is present in the project, so that it's "safe" to run its own TMPro code.
Be mindful, however, that do…
Welcome to the community, @PatchworkedRainbow.
Your animations must be both named correctly and placed in the base layer of the Animator Controller that is on the character. Be careful to avoid multiple Animator components in the character's hiera…