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I expect so, but this system wasn't really designed for procedural generation. I don't know your exact needs, but you may well be off rolling your own.
Parameters can be used as variables that are "local" to a particular ActionList asset. Their values won't be saved/loaded automatically, but that can be sorted out via script if need be.
What's the real issue here? That having many Glob…
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Sprites Unity doesn't support jumping - are you using a custom script, or placing the character in a 3D scene (i.e. he has a 3D Rigidbody)?
You could concievably include an "Is jumping" boolean parameter in your character's Animat…
I'd say the script is a red-herring, given the rest of your explanation.
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Yes - for AC menus to be directly-navigable, you'll need it set on Keyboard And Controller.
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If you switch to Unity UI, you have control over how your menu is …
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Quite right, apologies.
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And you're using Object: Add or remove to spawn them? If not, the RememberTransform's OnSpawn function will need to be called through script.
What are your AC/Unity version numbers?
The error is claiming that the clip "MonoTake_UR" is not present in the base layer of your Animator. As your screenshots don't include that, I'll need you to double-check that this really is the case.
Otherwise, all seems fine. If a cli…
You're still cropping - the Pause menu's properties are not all showing.
Yes, this works just fine for me. A package with Managers and a scene: http://iceboxstudios.co.uk/stuff/8379.unitypackage
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I was assuming that was already the case for you. However you want to control the cursor, I'm just saying that it's possible using Unity's inputs when using "Keyboard Or Controller" input.
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No, it's not a custom Action. I…
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You're not calling your FixIDs() function anywhere - at least not in this script. I can't say much from an image, though - if you want me to look properly I'll need the link to the code itself.
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As the thread has been only dealing w…
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I'll admit that the events should ideally include the save ID, and I'll give that some thought.
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There's no need to - you can compact your data into a string and store it in a single string variable. AC does this a lot - see, for ex…
Don't link it to a custom script - you're not using events to set its value, as covered in the Manual chapter refererred to by the Manager.
I can't recreate - this works for me. What are your AC and Unity version numbers, and what's showing in the…
Unless you switch to Complex (which is designed for cases like this), you could either just assign the same idle animation for each direction, or attach a custom script that forces the character to face a certain direction when not moving.
Please be exact when posting version numbers - these things evolve quickly.
So this is a 3D game? What's your game's Movement method, and is this character a Player or an NPC? Let's see a screenshot of their full Inspector.
Assuming it's a Playe…
You can check Affect children? in the Object: Visibility Action, but it'll set all Renderer components it finds in the hierarchy to the same visibility state.
To set the visibility of a specific sprite, assign it directly in the Action or rely on a…
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I'll need the full output from the Console - please copy/paste it exactly.
I'm afraid your Dropbox links aren't showing - I think you've pasted the preview links instead. Best to upload them to imgur.com and paste the links to there instea…
The Remember Visibility component has an Affect children? option, but it'll cause child objects to have the same visibility state - they'll either be all or, or all off.
To save individually, you'll need individual components.
However, if you cont…
Can't recreate - I'm using similar settings and a looping speech Action to test with.
* What's the result of unchecking Always fit within screen??
* What's the result of using the Demo/Default Menu Manager's Subtitles menu, switched to Unity UI?