Indeed - character evasion contributes a lot to performance.
It may be worth experimenting with 2.5D mode, as you can then rely on baked NavMeshes for your pathfinding.
It's an example snippet, not a complete script. You could add it to the inside of an Update() function to have it run every frame.
See the Manual chapter and tutorial on custom events. Events allow you to run code when AC performs certain tasks, …
At the bottom of your list of icons in the Cursor Manager, check Pass Hotspot as GameObject parameter?. If your unhandled cursor interactions then feature a GameObject parameter, it'll be set to the clicked Hotspot when they run.
You can therefore …
The AC cursor will be set to whatever you assign in the "Empty Texture" field.
The Animator fields are all optional - they'll only take effect if you assign an Animator and parameter names.
Menus are hidden while saving, to prevent them from showing in the screenshot. I'll add the ability for individual menus to opt out of this, so that you can pick and choose which menus get hidden.
A limitation of the sub-scene feature is that the active camera cannot be saved if it is in a sub-scene.
However, you can run a Cutscene whenever a sub-scene is opened that switches to a camera within it - regardless of any save state. A simple scr…
Running an unhandled interaction should be fine - you've got Single 'Use' Interaction? unchecked?
You can't make use of the "Player action" etc fields unless an Interaction is defined, however.
This does not show your AC version number - only your Unity version.
The latest release of AC requires Unity 5.6.6 or newer, please let me know your AC version.
The Console error is warning you of a directory it can't find. Follow the path it warn…
You don't need to modify AC's scripts - custom scripts on top can do it all:
if (KickStarter.player.IsMovingAlongPath ())
{
PlayerMenus.GetMenuWithName ("Inventory").TurnOff ();
}
This is all in the scripting guide. A guide on impleme…
Welcome to the community, @Santikun.
Open up PlayerMenus.cs, and find line 644:
if (dialog.isMessageAlive && stateHandler.gameState != GameState.DialogOptions &&
Replace it with:
if (dialog.isMessageAlive &&
That's the best I…
So to be clear: "DefaultInteraction" is working for Hotspots, but not for Inventory items?
Do you have Set first 'Standard' Inventory interaction as default? checked in your Settings Manager?
If so, does it work if you map DefaultInteracti…
Recreated - thanks for the clear steps.
Assuming that each object has 4 vertices, that'd be 400 verts added on top of the base polygon. AC caches nav data where possible, and does offer a few options to reduce complexity - by way of disabling Chara…