To have a character wander between various points, you need only to use the Variable: Check random number Action that connects to a series of Character: Move to point Actions - with each such Action referring to a separate Marker.
Or are you lookin…
I'd recommend you look into Unity's Off-Mesh Link feature, which allows for NavMeshAgents to "jump" between two edges of a baked NavMesh:
https://docs.unity3d.com/Manual/class-OffMeshLink.html
https://docs.unity3d.com/Manual/nav-CreateOff…
Indeed - if all you're trying to do is load profile-specific variables, then linking them to Options Data is the way to go. A tutorial on using them to create a custom graphical option can be found here.
Likely not easily, since jumping would intefere with the fact that he's pathfinding. The unofficial script you've linked to does not technically allow for both at the same time - just for the movement method to be changed on the fly.
Your example …
To be clear: having AC provide a realistic mammal behaviour *by itself* is outside its scope as an asset - which is a framework for traditional adventure games.
However, a pre-existing motion controller can be linked with AC via an integration scri…
Thanks for the details.
v1.61.0 introduced a number of performance improvements, and also addressed some pathfinding issues. If testing the latest release makes no difference, please PM me a .unitypackage file of the scene, your player prefab, and…
It is a known issue, but to do with Unity so far as I can tell. You can enfore a hardware cursor at the top of the Cursor Manager, however - that should prevent it.
The NavMeshAgentIntegration script relies on the NavMesh Agent for its speed values - not the AC character. I'll add an option to the component to rely instead on AC as part of the next update.
* It doesn't happen if I disable it. …
Welcome to the community, @TillWaza. Thanks for the report. So this is a 2D game you're referring to?
Even if it's in a backup project, please test your scene in the latest release, v1.62.0, as a lot of bugs have been fixed since v1.60.
If it's …
Which scene is reloading? The title screen, or the scene that the player saved in? You say you want to only load variables - are you loading the scene as well? Please post an image of the exact Action you're using.
When a scene is loaded due to …
And the full changelog:
Upgrade notes
* GameCameras that use the "Side Scrolling" option now account for Offset field values, which are now exposed in the Inspector
* Conversations that rely on icons must be upgraded by viewing their Insp…
Welcome to the community, @cybersoft.
The provided AC character scripts are indeed geared towards humanoid characters. Given the complexity of animal and creature behaviour, a "one-size-fits-all" approach would be unviable - and custom c…
I'll have to see more to have an idea myself. Duplicate the character and remove all third-party scripts. Then create a .unitypackage file of the new prefab, Animator controller, and all graphic/animation assets that he depends on. PM it to me an…
Welcome to the community, @MrHellStorm.
A Menu with two Graphic elements (used to display black textures at the top and bottom) could do this. A Menu's Appear type property can be set to During Cutscene, causing it to only appear when gameplay is …
Rather than attaching a Trigger to your Player, it may be better to attach a Trigger to your bullets instead. Multiple Triggers can share the same ActionList by setting its Actions source field to Asset File, and referring to an ActionList asset fi…
Changing parameter values to control animation playback is considered "Unity best practice", and one paramater can be used to control more than one animation.
A "State" integar, for example, can trigger Animation A when set to 1…
* I placed the constrain into the OnStart section of the map. Will that always remain on the player for the entire game even between levels?
It will reset with the scene, but an update that fixes the issue (for which the above is …
Again, screenshots really would help to better understand a typical use-case for this.
One possible option, however, may be to use the Object: Transform Action - which allows for an object's position, rotation and scale to affected over time all at…
You're using the latest release? It's in the "Player" category of Actions. Check the Actions Manager - you should fine it listed there.
GameObject layers are assigned at the top of their Inspectors. It's likely set to "Default&quo…