In your Navigation Mesh inspector, you should see a Character evasion option. This is set to Stationary Characters Only by default, but can be set to All Characters if your NPCs are moving.
At runtime, you should see your NavMesh update automatica…
I'd definitely recommend moving to the music system when you can, as it should make the management of music playback must easier and may also fix the volume issue.
@zebbi: Be sure to re-assign your Managers after updating before opening your scene. You can also omit importing the "AdventureCreator/Resources/References" file to prevent this step.
Indeed, the collider must also be on the NavMesh layer in order to be clickable. If TinPot is still navigating correctly via Hotspots then that sounds like the most likely cause.
Welcome to the community, @tryhard. Here's what I'd suggest:* Movement method: None
* Camera perspective: 2D
* Moving and turning: Unity 2D
Without a player, you can do without worrying about NavMeshes, Colliders and pathfinding. You will still a…
OK. And are you using the dedicated Music system/Action to play music? It may not be possible to "catch" the volume if you use the AudioSource component's Play On Awake option, but should be if you're using the Sound: Play music Action i…
A small thing on paper, but it's a very complicated area, to be sure. The "philosophy" of AC's menu system over Unity UI is that it is easier to work with at the cost of being less flexible - so once you start adding more options to emula…
Version 1.60.6 was quickly followed by .7 for a minor backtrack, so I'll merge the release notes:
Upgrade note* Characters will now turn instantly if their turn speed is negative
* Added: Option for "retro-style" character movement wh…
All right, all right. I'll change it so that a negative turn speed causes instant turning.
In the meantime, you can disable it my commenting out line 1382 in Char.cs.
The Transform component displays relative co-ordinates. If two objects are in the same place in the scene, but have different position values, then its because they have different parents with different positions of their own.
Try moving your Play…
Sorry, it doesn't work like that. But I think Audio Mixer Groups would be the best-practice way anyway.
You could try doing it with Audio Mixer Snapshots - the Sound: Set Mixer snapshot allows you to fade from one to another over time.
If you want to intercept the mouse click to prevent other scripts from using it, call:
KickStarter.playerInput.ResetClick ();
KickStarter.playerInput.ResetMouseClick ();
If you call it in a new script, you might have to play around with its Execut…
Your movement method should not generally have an effect on how menus are controlled.
As UFPS adds to the complexity, please leave it out for the moment while this issue is sorted. The 3D Demo's Player, Tin Pot, is equipped to work with First Pers…
Did you try the Recalculate pathfinding? option in the Object: Teleport Action?
Calling the "Stop Movement" method in Character: Move along path should stop them regardless. Which character is moving, and how are they moving? Please pro…
A. Has selected an inventory item (cursor is an inventory item)
The currently-selected item can be read with:
AC.KickStarter.runtimeInventory.SelectedItem;
(See the Manual's 'Inventory scripting' chapter for more)
B. The cursor is not currently …
If the "hourglass icon" is flickering on because the ActionList is beginning a Conversation, try setting it to Run In Background to prevent it entering Cutscene mode before DialogOptions.
Without the added complexity of bringing Dialogue …