* Yes. Though this is handled by Unity, an animation clip can be used to affect properties of child objects.
* The "List expected animations" foldout should list all animations necessary for the character's standard behaviour, i.e. walkin…
Welcome to the community, @onyxius.
As far as I can tell, those two games are both RPGs - which is not what AC is intended for.
AC is designed for traditional adventure games in that focus on puzzles and storytelling - not combat and levelling sys…
OK. Here's how to do it.
Create an InventoryBox element in your Menu, and link it to the item buttons in your UI. Create the other three buttons (select, up and down) in the UI, but don't link them to the Menu.
Give the item buttons a shared pare…
Welcome to the community, @markom89.
Can you elaborate on what you mean, exactly? You're looking to control an airplane flying around the scene? Or are you talking about e.g. the camera?
AC is intended for traditional adventure games, not flight…
That looks correct, but are you sure the error is the same? The line endings may have changed even if the message itself is similar.
What is the error now, and what is on the line that it's referring to?
What of the MainCamera's position, and are your GameCameras using Perspective or Orthographic projection?
If the camera is going back to the previous camera, we can see if its being commanded to. Open up the MainCamera.cs script, and find the func…
A Collider should respond to the Trigger object regardless of whether its own "Is Trigger" field is checked. You should be able to get away with just one.
By the "Ignore gravity?" option, I was referring to the one in the Playe…
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This script, placed in the scene, will force use of inputs named "Alt_Horizontal" and "Alt_Vertical" when the Inventory menu is open:
using UnityEngine;using AC;public class OverrideMenuInput : MonoBehaviour{ private …
Your script doesn't account for which object the mouse is over when a button is pressed - so any object with it attached will be deleted.
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But when attached to a prefab it doesn't? The prefab's Hotspot will need to have its Interaction sour…
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At what point are you teleporting? You could instead use the Object: Transform Action to smoothly transition the character exactly there after attaching a Moveable component to them.
However, you can also check Retro-mode movement? in the …
This is for the "Recreating Unity's Adventure game" tutorial?
It's possible Unity may have made changes to the source file, which the tutorial depends on. In any case, if the character relies on gravity then they will indeed fall unless …
A scene's instance of a prefab can have a unique name - it'll still be linked to the prefab. Both can be named independently.
So "My new Player" is in the scene, Archer is the prefab it's linked to, and "My new Player" is also …