No. I don't know what it is about the FSM you want to save, but it's possible to write custom "Remember" scripts to save whatever data you like - see this tutorial.
No - this is an old post, and the above advice is outdated.
A Subtitles menu can be limited to specific characters, so that e.g. a Subtitles menu with a left-leaning portrait graphic can be used for the Player character, and a separate Subtitles me…
If this is a Console message, can you post it?
It's a simple fix: just open AdvancedThirdPersonCamera.cs, and replace its UpdateZoom function with the following:
private void UpdateZoom (){ switch (zoomMethod) { case ZoomMethod.None: …
To correct myself: the ActionList Editor only opens for the first-found when clicking the Hierarchy's "node" icon. You can still open the Editor for any ActionList via the top of its Inspector, regardless of how many others are attached.
What's the exact issue here? That the Rigidbody's Is Kinematic field is not set the intended value? If you check/uncheck it manually, does it work as intended?
As the message in the Action states, a Unity limitation means that the Object: Call ev…
Each ActionList type has its own purpose - there's no superceding one over the other, since which one is "correct" will be down to the context.
Outside of edge-case scenarios (e.g. two Triggers attached to the same collider), a GameObject…
AC can be used to auto-play animations on a character if it is also controlling his motion - since it then knows what direction he's facing, his speed, etc. A custom motion system like the one above would have to also incorporate animation.
Set th…
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This isn't anything to do with variables or Inspectors. I'm talking about editing the script so that a Console message can reveal more about what it's attempting to do.
Open up ActionCharMove.cs, and find the AssignConstantIDs function - s…
What are your AC and Unity version numbers?
I cannot recreate any issue, I'm afraid. Linking a trio of Toggle elements to Float variables causes all to behave as they should - as does a Custom Script with no event hook.
AC doesn't control the sta…
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Apologies. Download and try again - should be fixed now.
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I'll need to see the whole Inspector - I can't recreate the issue. Are things any different if you set your player to Tin Pot? He can be found in /Assets/AdventureCreator/D…
It should work then. Can you confirm that your Document menu's "Appear type" is set to "On View Document"?
Probably best for me to see this for myself. If you can create a .unitypackage file of your 8 Manager assets, and any U…
As always, please share your Unity and AC versions.
Is the Action's Speaker field assigned to an NPC in a scene (with the associated ConstantID listed beneath), or the NPC's prefab?
Does the line appear correct when listed in the Speech Manager, o…
Have a look through the Manual's "Precision movement" chapter if you haven't already, as it gives an overview of the different options you have.
Of note is the point about Root Motion: if a character's movement is handled by the animation…
Thanks.
I just mean how are you triggering the Use/Examine interactions? By default this is done with the left/right mouse buttons, but it's also possible to map them to input buttons named InteractionA and InteractionB.
When you moved Examine to…
Not that I'm aware of, but the Undo system is handled by Unity.
Can you share steps that I can follow to recreate? Was this with an ActionList asset or a scene-based one?
AC/Unity versions, please.
Can't recreate. Open up Sound.cs, and find the LoadData function. Just after the line:
audioSource.clip = AssetLoader.RetrieveAsset (audioSource.clip, soundData.clipID);
paste the following:
Debug.Log ("Load sou…