But you're still spawning the NPC in at runtime, no? To save such a change, you will need Remember Transform.
Are you making changes to these stats? If not, there's no need for a custom Remember script.
Starting with 3, you can use the Variable: Run sequence Action to play a different Action each time its run. For example:
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Here, a sequence is used to play a different speech line each time the ActionList is run. The sequence's state is …
(Quote)
The option should be in the Inspector for the clip itself, i.e. "Nine Inch Nails"
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If you're relying on the default AC menu set, then you can switch each of the provided menus to rely on Unity UI instead via the Source prop…
A NavMeshAgent is not necessary for AC's pathfinding to work.
If you do want to include a NavMeshAgent component, you must also attach the included NavMeshAgentIntegration component to your character - see the Protip box in the Manual's "Unity…
You can loop a Variable: Check Action onto itself in an ActionList that has its When running field set to Run In Background, so that it doesn't interfere with gameplay while running. When the check returns True, you can run a new ActionList that do…
You can use the provided Remember Transform component to save an object's spawn-state within the scene.
Attach the component and check Save scene presence?. Then follow the steps outlined in the Manual's "Saving asset references" chapter…
You can - the provided box collider is just there for convenience.
Be sure to check Is Trigger on the new collider though, so that it doesn't interfere with collision.
A Constant ID value is only recorded within an Action when necessary.
If the ActionList and polySurface130 are both within the scene, recording the ID is not necessary for the Action to run. You can move the ActionList to an asset file if you want…
The code needs to be wrapped inside a function, i.e.:
http://pasteall.org/1442837/csharp
Please bear in mind that this is not a coding forum, however - help on script fundamentals should be left to Unity forums and dedicated coding websites.
To r…
What is your AC version number, and what is the "last gameplay" camera, i.e. the camera that was being used before the Cutscene runs?
Does it work if you uncheck Return to last gameplay? and define that Camera explicitly?
If you're using 2018.2 or later, then yes - Unity are deprecating MovieTextures. Did you set your video's texture type to "Movie Texture"?
To make use of Unity's new VideoPlayer system, you'd need a separate script such as this:
http://…
There's a couple of ways:
* If you don't override the options within the Dialogue: Start conversation Action, you can set the Conversation menu's Appear type to Manual and simpy turn the Conversation on and off as needed using Menu: Change state. …
The Variable: Set Action allows you to transfer the contents of a Journal menu element to a String variable (select a String and choose Set As Menu Element Text).
You can then rely on the [var:ID] text token to display that String's value in anothe…
A Button element could act as a Hotspot, in the sense that you can run Actions when clicked etc., but it won't behave like a true Hotspot with e.g. different Interaction modes / Inventory combinations.
Why make this screen a menu? You can create a…
A Trigger will only block gameplay if you allow it to - you can have the effects of a Trigger run in the background via its Inspector.
To have the cursor show while gameplay is blocked, you can define a "Cutscene cursor" in the Cursor Man…
The only thing you should remove from the default script Unity generates are the Start and Update methods. Your script name should also not match the name of the function inside it - I suspect you've named both ClearItems.
To run code whenever a B…
Indeed - Mecanim is the recommended animation engine for 3D. AC won't affect any parameters that you don't let it - so you can tailor your Animator Controller to playback animation however you like.