I have to admit I don't see any noticeable slowdown with Tin Pot walking up even very steep slopes, but I think this is one of those areas where customisation is necessary to get exact behaviour needed for a project.
The suggestion you've posted mi…
Does the same things happen with Tin Pot? Please share some images (or even a scene file) so that I can see the behaviour for myself.
Unless you have a specific need for a Rigidbody, you do have the option of using a Character Controller component…
Welcome to the community, @StudioKraze.
For technical reasons, ActionLists cannot survive scene changes. You can re-run the ActionList via each scene's OnStart cutscene field, which is listed in the Scene Manager.
However, if all you're doing in …
I recommend that you use OpenOffice to handle export files, as it can import them without needing to set the encoding.
Indeed, the option you mention is what you're looking for. It can be found in the Speech Manager at the top of the "Languag…
Sorry, but your screenshot only shows a portion of what it is you're after - please show an uncropped version so that we can properly see an example.
From what you've described, the Conversation system is already equipped to handle this. The "…
When the Idle states are playing, what is the "Move speed" parameter's value, and does it match up with the expected behaviour given your "Walk -> Idle" / "Idle -> Walk" transitions? And at what point does this o…
Set it to Unity Ui Prefab instead, and move the canvas to a prefab. The script works by duplicating the menu and canvas together, and it needs the canvas to be a prefab in order to do this. You can still leave the Canvas' Render Mode as World Spac…
It's subject to change until the update is final, but that's generally the right approach. I'll assist if it needs amendment.
The script goes in a C# file with the same name as the "class" - AngleSnap in this case. In Unity's Project wi…
The current Playmaker integration essentially allows for two things:* Easy triggering of FSMs from ActionLists
* Synchronisation between AC and PM global variables
With so many assets that users would feasibly want such support for, I feel that the…
At this point, the "AC" drawing option for menus is really best suited to protoyping, while leaving Unity UI for "final" menus as they have much better styling and customisation options.
All of the alignment etc options that AC …
All right. I'll look into adding a "Script Only" option for the "Display Hotspot icons" field, so that a dedicated function can control their visibility.
It does mean that the existing parameter snaps, yes. But this feature is really just a convenience tool - you can have a separate parameter that snaps to the nearest 45 degrees easily with a custom script attached.
The new code in the update will …
This is fixed in the latest release. Alternatively, you'll have to force the updating of inventory boxes after adding the item:
PlayerMenus.ResetInventoryBoxes ();
I admit I got a bit confused going through this because of the updates and edits, as well as the fact that this is a very visual problem at its core. If you have some images to share that explain what's going on, that may help with understanding.
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It could well be that Unity has an in-built safeguard against triggers reacting to parent colliders, which doesn't account for character controllers. AC merely uses the provided OnTriggerEnter method to detect objects, so any quirks related to it w…
Sorry, I don't follow.
The code change on Jan 5th prevents both the material highlight and icon from showing when selecting a Hotspot - so that you have full control over it with the script I posted Jan 3rd.
You hadn't mentioned material highlight…
A repository of user-made scripts and Actions can be found in the AC wiki: http://adventure-creator.wikia.com/wiki/Adventure_Creator_Wikia
Actions are a convenient way of extending AC's functionality, but in many cases (such as this) they're not st…
The dimensions of a character is independent from the dimensions of the world, and 2D characters should work just fine in 3D scenes.
The "Sprite child" is always necessary for 2D characters, however. As a 2D character moves and turns in …