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Deckard_89

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Deckard_89
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  • My Unity is 2017.1. I tried using the player character's animator and making a separate layer for the gun, but it just wouldn't play, with neither player animate or object animate (tried changing parameters as well as playing custom options). In t…
  • Good news!  The animation states weren't changing because of the order I had the actions in the inventory item combination action list asset. Before, I had it setting a bool (animator parameter) then changing player character. When the player was s…
  • Thanks for looking into it. So, the NavMesh. When you say "in relation to the origin" do mean origin as in 0,0,0? If so, then it is quite a way off in every axis, though I wouldn't have though it would make a difference - I may be wrong o…
  • Sounds like you're having a bad time with it. Honestly though, I'd stay away from betas while you're so deep in development.
  • @radiantboy Have you tried re-installing the latest AC?
  • For projects started in 2017, you have to first download some sort of update for substances before updating the project to 2018. Allegorithmic uploaded a video for it on which can be found on youtube i believe.
  • Sorry for not leaving more information, but I think I've actually now solved it. It seems that, when you make a combine interaction for an inventory item, you must also manually assign that same action list asset to the other item it is to be comb…
  • That sounds like the exact solution I need. How's the learning curve on Timeline? I hate having to learn new systems when I'm trying to get something done, especially something that initially seems simple.
  • Thanks for the advice, and yes I am using Root Motion. However, it seems the best way to avoid the visible "bounce" when teleporting the character into place after animating, is to actually use a second character in the scene that is init…
  • I tried both Object: Transform and Teleport. Teleport works actually, but I just can't get it to time properly. Basically what I need is a "Wait until finish?" option for Character: Animate Actions (or equivalent thereof). Here is my Acti…
  • This second issue is actually more of a bastard than I predicted.  So, I have the animation playing correctly now; the character climbs onto the car (actually a second, invisible car that has a nav mesh and mesh collider on it). What is supposed t…
  • Welp! It seems I just needed to alter the animation import settings (XZ, Baked, Centre of Mass instead of Original. It seems like it should be Original to me, but hey-ho) and remove the colliders from the car. Now I just need to figure out how to g…
  • Unity 2017.1.0p4 AC 1.62.2 It seems to be Substance related. I can get the load times down by setting the Substance Load Behavior to Do nothing, or Bake & keep. However, with these settings, the scene often gets loaded before the Substance is r…
  • Yes, playing particles is covered in the manual. So, as part of your action list for changing character, you would also want an Object: Send Message Action to Turn On (or off) the particle. Alternatively you could use Add/Remove Object actions, wit…
  • Sure, just use the Player: Switch Action.
  • Huh? Adventure Creator was updated a few weeks ago, and there are new comments every day. Maybe you're looking at an old version or something?
  • @Alverik That's blasphemy 'round these here parts!  @Klabautermann Have you ever tried the game In Cold Blood? It was made by the developers of Broken Sword, and serves as a sort of hybrid, as Alverik described, it is an adventure game, with dialog…
  • Forgot to mention I used Snebjorn / Purpleshines' script for allowing Final IK's interaction system to be triggered via custom actions. It is on the wiki, I believe. Cheers
  • I think number 2 is because jumping is being applied twice. Adventure Creator has jump as an available input for Direct Control movement method, but Unity's Third Person Character Prefab probably has a jump as well, mapped to the same button. I have…
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