Rigidbody-based character motion is handled by applying forces to it, and yes - this is performed in FixedUpdate. This is as it shoud be, though - FixedUpdate is intended for the application of forces.
The presence of a Rigidbody on the character …
This'll be Unity-related, and down to how your animator works.
Do you have a transition going from the default state back to the previous one? You would have to either change those transition's parameter values so that it doesn't play, or try a Bo…
(Quote)
The above code snippet? No. With v1.70, I'll provide functions to load and extract "global" data from a save file. This could then be used to extract variable values.
(Quote)
It's something to consider, but as scene name is not…
AC requires that the only object in the scene tagged as "Player" is the AC Player character. If it finds one that is not the Player character, it will remove it to make way for the "true" Player.
You can either convert your &qu…
I'm not aware of any way to access the "default" state of an Animator Controller through script, but you can just create a Trigger parameter in the Animator, and create a new Transition from "Any State" to the default state when …
(Quote)
See the Manual's "Save scripting" chapter for a list of available functions to get/set the various sound volume levels. For example, the music volume can be set with:
AC.Options.SetMusicVolume (0.7f);
I don't know how your custo…
(Quote)
Are your Menus rendered with AC or Unity UI? See my earlier comment above about drawing order if they're rendered with AC. If you instead use Unity UI, then the drawing order depends on their Canvas properties (i.e. Z position etc), and is…
Welcome to the community, @Nergal.
You're in luck - I believe this was it:
using UnityEngine;using UnityEditor;using System.Collections;using System.Collections.Generic;using AC;public class ImportSpeechEditor : EditorWindow{ private Cutscene c…
(Quote)
Correct.
(Quote)
If you stored your "game version" inside a Global Variable, then you could access it through script. This'd currently be tricky, since you'd have to manually load/deserialize the save file, but I shall look into …
attachedCamera should remain set to the new camera upon switching - it shouldn't be set to null.
This should also be the case when the scene begins - you should always have a default camera set, since the MainCamera is merely used for rendering, wh…
The script assumes a 2D view, because it works by analysing the difference in z-position between the Hotspot and the camera.
If you're working in 2.5D, this would only continue to work if the camera is looking straight down the z-axis.
You could t…
Welcome to the community, @Ugor. I'm afraid your post was somehow locked in the spam queue for a little while, but your account is now approved so it shouldn't happen again.
(Quote)
The tutorial involves two scripts:
* SetupOptionsMenu, which is …
Please leave this with me. Notch support will be included in v1.70, as will a new component to set the min/max anchor points of UI RectTransforms relative to the safe area.
Are you using a custom shader? Your Texture property name should likely be set to _MainTex otherwise, since this field references the shader code, not the name of the material or texture itself.
Try switching to the Standard Shader and the default…
(Quote)
You can enable/disable the Canvas component at runtime - or the Canvas's GameObject - through script:
mySlider.GetComponentInParent <Canvas>().gameObject.SetActive (false);
(Quote)
An AC menu can still rely on Unity UI for its render…
You mentioned briefly a camera from the previous scene. Is there a scene-switch involved during this sped-up time? Again, seeing the ActionList in question is the best way for me to succesfully recreate such an issue.
You can rely on a special scene to act as your loading screen. Add one to you Build Settings, and then define it in the Settings Manager after checking Use loading screen?
If you also check Use asynchronous loading?, you can also control the Delay …
The Speech Manager's Perform lipsync on field will need to be set to Game Object Texture. Is that the case, and are you getting any relevant messages in the Console?