Welcome to the community, @siskavard.
An easy way to check if the problem lies with your player or some other setting is to drop the 2D demo game's player, Brain2D, into your scene and run the game.
He can be found in /Assets/AdventureCreator/2D Dem…
The script is named "SkinnedMeshCombiner", and was in the Examples folder - but perhaps its not there in the latest release.
But if your method works, it works!
It's never a quick fix - incorporating Unity's "official" ones was a major undertaking, and not something that can be easily added upon.
I will see if some commonly-used TMP tags can be incorporated, however.
On the topic of parameterisat…
NPCs can certainly move along a NavMesh, so long as the method matches the perspective (i.e. Polygon Collider for 2D, Unity Navigation for 3D). It's not restricted to just the Player.
Since that thread was posted, you can actually set the camera pe…
Please do. If you can get this recreated in a fresh project with minimal assets, PM it to me and I'll investigate - so far, I can't recreate the issue.
The script can be placed anywhere, since all the variables it makes use of can be set in the Inspector. It's best placed on the character's root, however.
Ignoring the actual transitions for the moment, have you gotten the parameter set up and chan…
Instead of mapping your Menu's On input key field to the space key, switch to use of an Active Input to toggle the Menu on/off using Menu: Change state Action.
You can then use the Input: Toggle active Action to temporarily disable use of the Active…
You should be able to fix this by finding the various "window" textures in /Assets/AdventureCreator/Graphics/Textures, and changing their Texture type fields to Editor GUI and Legacy GUI.
Actually I'd put the issue down more as the two axes (pitch and spin) not being in sync. I think it'd be smoother if the two were to start and stop at the same time - I'll look into it.
Welcome to the community, @circlesmiler.
I'll need to see your full Cursor Manager to be sure, but you should be able to achieve this:* Go to the Cursor Manager, and uncheck Change when over Inventory items too? under the "Inventory icons"…
And in what version of Unity?
Duplicate your project and import the latest AC release. If the issue still occurs, strip away all non-essential assets (models, animation etc) so that you have a single scene that demonstrates the issue. Zip it up an…
The first line is a Unity internal function, but the second line reveals where in AC you should be looking: AnimEngine_SpritesUnity's line 621.
This is occuring because a Object: Animate Action is trying to crossfade to a new animation (referred to …
The issue is that the Highlight component is currently required - it should work if you attach/assign it (and uncheck Auto-brighten materials? to prevent it affecting any mesh).
v1.65.2 will remedy this.
Welcome to the community, @jeroensdesign.
For future reference, posts like this belong in Technical Q&A - with you're permission, I'll move the thread.
Indeed, so long as your character's Animation engine is set to Mecanim, then it relies purely…
Please post a screenshot of your Settings Manager's "Scene loading" section.
Also, let me know the results of:1) Removing the OnStart cutscene from the Scene Manager.2) Removing the Default PlayerStart from the Scene Manager.
Yes, I thought this might occur. Hence the need to rely on custom events upon adding a page so that you can set the correct index. This'll be included in v1.65.2.
What previous version were you updating from, and what version of Unity are you using?
As the method involves custom scripting, how/when are you invoking SetIconVisibility without hacking InteractiveBoundary?