Apologies, @medo5426, there was a mistake. Try this instead:
http://pasteall.org/911479/csharp
Unfortunately, some more minor changes to PlayerInput.cs will again be necessary.
1) Change all instances of LetGo (false); to:
LetGo ();
2) Change al…
A different animation each time, or the same one for each speech line?
If you provide a "Talk bool" parameter in your character's Inspector, it'll be set to True/False automatically when the character speaks. If you don't want to rely on…
It's not a component script - as I said, it's a custom Action. It doesn't get attached to your NPC, but is instead used in ActionLists as any other.
To install it, place it in a new subfolder somewhere in your Assets directory, then point to that …
When posting scripts, please post them in full - and ideally formatted via eg. pasteall.org.
I can't debug your code since it relies on your own menu and UI prefab to work. Try placing in Debug.Log statements within your Run() function to see whic…
The example video you provided does the following:
-Adds the item to the inventory
-Transition the menu in
-Animate the item
-Transition the menu out
The menu transitions in AC can be done with the Menu: Change state Action, provided that the Menu…
Could you elaborate with a practical example? Change which parameter in what way?
When used with a Mecanim character, the Character: Animate Action can be used to change a character's parameter values, but the Dialogue: Play speech Action can be u…
That line of code references the player, and the AddComponent method will not return a menu element.
Your AC Menu will have to be drawn with Unity UI, as the default "Adventure Creator" drawing method is not component-based and so compone…
Again, AFAIK you can only pre-load one scene at a tine, so you should generally only preload the scene that'll next be visited. Getting it wrong shouldn't cause a hang, but that may be an issue with Unity.
If you're able to add the Action into your ActionLists as any other, it's been properly installed - which part of the Manual aren't you sure about?
The random movement Action would need to be looped back on itself (with an Engine: Wait in between) …
@ZcheK: Running can be toggle via the Player: Constrain Action, and you can keep track of the current "run" state with a Global Variable.
While "sneaking" isn't an option in the same way, you can use the Character: Animate Actio…
Place the camera movement Actions in a separate Cutscene / ActionList, and use the ActionList: Run Action prior to the Dialogue: Play speech Action to run it at the same time.
With the latest release, it should be possible. You will, however, have to open up Resource.cs and modify the mainFolderPath string to e.g. "ThirdParty/AdventureCreator", possibly followed by a Unity restart.
I'm not familar with how the GvrRecticlePointer works, but head-tracking in VR is not tied to the active GameCamera - so attaching it to the FirstPersonCamera would result in it being fixed.
Placing it on the MainCamera should be the obvious choice…