Yes, good points.
I, too, had encountered the "starting from edge" behaviour when looking into this myself. This did seem mitigated somewhat, however, by the use of the Pathfinding update time (s) field, since this can be used to force a…
And those same Actions are run when clicking the icon in the lower-left corner?
The Active Input is only valid during Normal gameplay. If the Inventory menu pauses the game, you'll have to define another one that is valid when Paused - but this ca…
Welcome to the community, @Ray.
It sounds like this question has more to do with the camera and scene setup than your actual character. I'm not sure how much your character comes into play here - if the character can be moving around the scene fre…
Switch to "Sprites Unity Complex" mode if you haven't already - that gives you much greater control over your character's animation. It works by exposing parameters such as "Facing direction angle" that you can plug into your An…
Calling the method directly will be faster than SendMessage. At what point is the delay occuring - before or after RunUseInteraction is invoked?
There should be no difference in timing between running that directly and interacting with the Hotspot…
You can connect an AC Global Variable to Playmaker, and then run an Action to apply the variable's value to the sensitivity value once changed.
However, you would need for the Playmaker variable to persist. Instead, you can connect the AC Variable…
Please answer the questions re mixer groups and volume settings - I can't recreate any such issue.
What platform are you working on, and is this in Editor / builds / both?
Depending on your ThirdPersonGameCamera's properties, it will detect collisions from objects on certain layers. Make sure that the camera isn't set to detect collisions on the same layer as the Trigger.
Presumably you're referring to this tutorial.
That'd be the wrong one for this case, since your UI is scene-independent. You also want the state of the font to be linked to Options data, meaning it's unaffected by save game values (which is what &…
You'd think NavMeshAgent would do it, but alas - AFAIK even Unity's own navigation system struggles with natively allowing dynamic pathfinding around agents - even more so when both characters are moving.
One rule to keep in mind is that a GameObje…
The forum has been upgraded so the interface has changed, but images should still be embed-able. If need be, you can just post the raw links - you can't upload here but they can be posted on imgur.com and referred to in your post.
What are your Unity and AC version numbers? This is especially necessary when posting console logs.
The log is referring to an Engine: Play movie clip Action inside an ActionList asset. Have you defined an ActionList on start game? in your Settin…
I'm not aware of any such issue. The 3D Demo similary relies on the music system and has no such behaviour.
I'll need some more details:* What do you mean by "pop", exactly? A momentary rise in volume?
* Are you relying on Audio Mixer G…
Yes, this is by design. When you switch to a player you've already controlled, you're not re-entering the scene but instead restoring that player's state.
In this case, OnLoad gets called instead.
Glad to hear it. Both issues? Odd - it could be a bug with Unity.
As a final double-check, would you mind reverting the line change above back to its original state?
No need - that explains it fine, thanks.
Your Inventory menu is actually turning off during Cutscenes because its Appear type is set to During Gameplay. It'll turn off regardless of the mouse-over technique.
You'll need to set it to Manual to give …