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ChrisIceBox

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ChrisIceBox
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  • Animated components of a menu are best left to Unity UI, where they can be properly controlled. Which part of the UI are you referring to, exactly?  It's been a while, but both the Interaction and Hotspot menus I tested with worked with Unity UI In…
  • I've encountered a similar issue myself before now, and indeed I think it's to do with Unity. If a model's bounding region is outside the camera view, then Unity won't render it unless "Update when offscreen" is checked.  Otherwise, you'l…
  • A feature in the upcoming v1.61.0 release is to allow "angle-snapping" of the facing angle float parameter - to either 90 or 45 degrees.  This is to allow for easier incorporation of Blend Trees without interpolation. However, this only a…
  • This option won't show unless a character is explicitly assigned, but will still take affect when parameters are used.  You can unset the parameter, check it, and re-assign the parameter. However, the "Recalculate pathfinding?" option onl…
  • You're welcome.  Indeed, I recommend getting to grips with AC on its own before attempting an integration with Anima2D.  The Making a 2D game tutorial is the best place to start.
  • No, you'd need a string for that. A custom script could easily take an AC integer variable and convert it to an AC string variable, however, after making the necessary correction: int hourInt = AC.GlobalVariables.GetIntegerValue (2); // e.g. varia…
  • Too hacky for my liking.  If you can create a new project that has just core AC, your scene, and Managers, please zip it up and PM it to me in private - I'd like to reproduce this.
  • I'm afraid I can't reproduce the issue exactly, as the player remains on the NavMesh at all times. However, if I manually move Brain just off it, then he walks across the gap as you show in the video. First of all, update to the latest release, an…
  • Characters register their own Paths component via their Awake function, and this ought to occur in the same frame that they are spawned in, before being told to move. As a test, try using the Engine: Wait Action to wait, say, 0.5s, once they've bee…
  • Welcome to the community, @Klabautermann. Even without the 3D-only Character: Hold object Action, you can still use the Object: Set parent Action - so you could feasibly have a sprite attach itself to the player's hand.  You may get scaling/rotatio…
  • This wouldn't be built into AC, no.  I'm under the impression the Unity Analytics is also just for developers who want to track app usage etc - not for individual users to recieve. Such a feature could be added on through custom scripts, however.  …
  • Welcome to the community, @zeebler. I shall attempt to recreate the issue, thanks for posting.  Are your other NPCs also added in using the Object: Add or remove Action, or is this Action affecting characters present in the scene file as well?
  • If your character's Animation engine is set to Mecanim, then you can define a "Jump bool" parameter that will be set to True when the character begins a jump. You can also use this in conjunction a "Is grounded bool", which is s…
  • First of all, always back up your project before any upgrade.  That's true of any software/project. AC's scripts are interconnected, so it's generally unwise to just import one or a selection of files rather than the whole thing.  But if you've mad…
  • Sorry, still can't see anything wrong.  When walking backwards, are they moving in the direction of the input, or facing that way? PM me a Player prefab, set of Manager assets and scene file to test with.
  • I'm not clear where the hole lies, or why a hole is necessary in this case.  The shape in your screenshot could be made with a single NavMesh. PM me the scene file, I'll need to see it for myself.
  • The links on the page listed in the Manual work for me: http://users.monash.edu.au/~myless/catnap/pamela3/index.html#getit (Direct download link: http://users.monash.edu.au/~myless/catnap/pamela3/Pamela_03_install.exe) I would still like to get to…
  • If the ActionList that causes the opening/closing lasts as long as the motion, then you can control its interactivity. If you're using the Object: Transform Action to move it, you can do this by checking Wait until finish?.  Alternatively, you can …
  • Unity recommends that files be saved in the persistentDataPath, but you can change it by modifying, or creating a new, SaveFileHandler. AC's save system is modular - see the "Custom save formats and handling" chapter of the Manual.  The c…
  • What is it you're trying to detect with the Trigger?  I'll need a shot of the Trigger's full Inspector to accurately reproduce.
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