If you're using Sprites Unity Complex, no - the naming convention doesn't matter.
The actual head idle/talk animations look very complex - one thing to bear in mind is that animating the position of "DawesHead" in the body animations can …
It's not related so far as I can tell. Are you assigning ActionList assets into the field manually, or clicking "Create" to automatically generate them?
Does it prevent you assigning anything, or does it not have any effect?
I can't recreate such an issue myself.
However, the floor only needs to be on the NavMesh layer if you use point-and-click movement, since that's how the mouse detects a walkable-area. If you're using Direct, it can be left on the Default layer.
It's done with custom scripting, but it's simple enough:
AC.KickStarter.player.GetComponent <Rigidbody>().isKinematic = true;
You can either place that in a script in your scene and call it with the Object: Send message / Object: Call event …
The directional-suffix is only used for characters that employ the "Sprites Unity" animation engine, which offers ease-of-use at the cost of reduced options.
Have a look at the "Sprites Unity Complex" mode instead, which you can…
An Action without an ActionList won't work as you intend - the "willWait" bool will have no effect, for one thing.
To avoid the error, replace:
actionCharAnim.isPlayer = true;
with:
actionCharAnim.animChar = KickStarter.player;
To be ab…
Welcome to the community, @TowerCrow. Apologies for the automatic spamfilter.
1. If you don't want any AC control over your character during gameplay, you can set your Settings Manager's Movement method to None.
So far as control during Cutscenes…
No, it needs to be out of the scene.
This script tweaks things to show a little debug info. What does the Console say?
http://pasteall.org/953139/csharp
Then inside PlayerMenus.cs, and find the GetMenuWithCanvas method (around line 2761), and ins…
The error suggests that the character's Animator component has no Controller assigned - is this the case?
Let's see the Action itself, as well as the state of the Animator component at the time the error shows. Are you assigning a character, or ju…
The scrolling speed can be adjusted via the "Panning speed" property in the Actions Manager.
I shall look into the panning direction, thanks for the comment.
Welcome to the community, @arcnor. Do you mean an ActionList asset, that can be run from any scene? There's a few ways you can do this:
* A Cutscene can run an ActionList asset via the ActionList: Run Action. Your "On variable change" …
ActionLists cannot survive scene changes, no. If I understand your meaning correctly, you're looking to have a "background timer" that changes a variable's value after a set time, regardless of the open scene - correct?
ActionLists canno…
Welcome to the community, @PsYcHoSiD.
With regards to Playmaker, AC has two areas where it specifically interacts with it:
* The provided Third-party: PlayMaker Action can be used to invoke a Playmaker FSM as part of a regular AC ActionList. Actio…
Welcome to the community, @talkingalone.
The hotspot label appears via the Hotspot menu, which is listed in your Menu Manager and can be tweaked as desired.
By default, its Position property is set to Follow Cursor, but it can be changed to On Hot…
@Alverik: I've actually just updated the global data tutorial to rely on custom events as opposed to the ISave interface method. Though it'll remain, I think the event system now supersedes it in terms of extending functionality.
@HarryOminous: As…
I can't really picture how that would work - once you let go in drag-and-drop mode, that deselects the item before a click is possible. Can you elaborate on what it is exactly you're after?
It is certainly possible to change between the two modes …
Please try not to double-post - I answer all questions when I am able.
The workflow you've described should be correct - though you've only shown a portion of your Menu Manager. If you can PM me a zip of your 8 Manager assets, I shall try to see w…
Indeed, no coding is necessary for a traditional adventure game with AC.
A general overview of Unity's interface and workflow should be known about however: the layout of the Editor, notion of object Inspectors and prefabs, importing of assets and …