Again, what's your current movement method? Does it occur every time after the first?
Where exactly is he moving to? Enable Gizmos at the top of the Game window and select your Player in the Hierarchy. Is he pathfinding (i.e. walking along a blue…
Inside might play on a 2D plane, but its still inherently a 3D game.
I'm not sure why you're looking to use 2D colliders, but if the camera and movement occurs in 3D then they're generally not reliable to use since they assume "no depth".
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Both local and global custom data can be saved - see the tutorials here:* Saving custom global data
* Saving custom scene data
You may find that instead of removing elements of the list, and trying to save the entire contents in one go, it's easier…
Yes - the TextMeshProUGUI and Text components should be on different GameObjects, but both children of the same Canvas. Since the fields are public, you assign them manually - so they can be wherever you like.
Since the slowdown / turning etc is all integrated together, and since your example video shows the character only moving along a single line, you can achieve the same thing by simply constraining the player's "Y" position every frame:
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They don't need to be on the same object, but they do need to be both present. The Text should be invisible/hidden, and will transfer its contents onto the TextMeshPro component.
The "Cutscene to run" is more of a convenience tool - the "ActionList: Run" Action is the more dedicated way to trigger another list, with more options.
However, ActionLists can also be triggered via script - by calling its Inter…
Are you clicking the node icon to the right of the label?
If not, the ALE will only update if it is unlocked - which can be done by clicking the red padlock icon at the bottom. When unlocked, the ALE will refer to whatever ActionList is selected in…
The Undo system won't record changes in dialogue text - only changes to the ActionList as a whole, i.e. the adding of your two Actions. Having both Actions become removed after pressing Ctrl-Z twice sounds like the expected behaviour.
They shouldn'…
This is the first you've mentioned the need for multiple players. If you were just using a single player prefab, a local instance in each scene would be enough.
If you had no need for "local" PM/other scripts then you could assign all as …
1) The suggestion is made because of the way Unity's physics system is intended to be used. I'll look into the Target direction factor not respecting characters that don't turn in 3D space.
2) I'm not sure what you mean exactly. Are there values y…
"Unity Ui In Scene" is generally the best way to hook up "world space" Canvases. Subtitle menus can also be configured to only display / not display for certain characters - so you can create one for NPCs and another for the Pla…
The StateHander function also includes an IsInGameplay method, which will only return true if the GameState is Normal.
Alternatively, you can hook into the OnEnterGameState / OnExitGameState custom events - see the end of the "Custom motion con…
2D characters, by default, have their sprites rotated to face the camera at all times - see the 2D Demo's player, Brain.
This is achieved by placing the sprite as a child of the root object, and defining it as the "Sprite child" in the Cha…
What are your AC and Unity version numbers, and on what platform are you building to? Is it in builds only, or the Editor as well? Does anything immediately stick out in the Profiler?
The "Performance and optimisation" chapter of the Man…