Seems to me you just answered your own question or did I miss something?
The logic when the map key is pressed would be to check if there's a map to show in the current situation, then switch on the correct map according to what scene the player is …
I think it's almost done after I tweaked it a bit.
Step 1: Create this C# script called InventoryNotification.cs:
using UnityEngine;using AC;
public class InventoryNotification : MonoBehaviour {
public ActionListAsset ActionListAssetWhenAdding;
…
I have something like this running in one of my projects (it automatically fades the inventory menu in and out when an inventory item is added).
Would be happy to share the code here if you're interested - not at my development computer right now.
That's true - Gaia doesn't do anything that couldn't be achieved with the built-in tools, but apart from the vastly superior modelling system, its tools for procedural texturing and placement of trees and other objects makes it worth the price to me…
Wise decision - it's hours of fun in its own right! :)
BTW, keep the separate terrain project around after the first export - it's really useful to be able to go back and tweak the terrain in Gaia and re-export it again without cluttering up the mai…
Absolutely not - I think it looks fine with the stuff from the standard assets!
Regarding export: the terrain data asset file can be found by going through the inspector for the terrain in question, specifically the Terrain Collider component.
With …
Have you checked out the official YouTube videos for Gaia? They give a very good idea of the workflow, so if you haven't watched them already, I'd recommend that before buying - and it's almost like a trip to the movies! :)
It's really just a matter of adding a PlayerStart object in the right spot, and you're good to go.
I typically create the terrain in a separate Unity project and then export only the actual terrain data plus any textures and trees used, then import …
After having worked a bit more on getting the new export/import features integrated directly with AC, I'm beginning to think it's still more trouble than it's worth, at least for a (mostly) solo developer like myself.
I can see it being very useful …
I'm getting quite promising results so far, but writing a set of custom actions for AC is probably going to assume a very specific workflow. In my case, I expect to be using Articy mainly as a dialogue editor and focus on getting that integrated. Th…
The font (Creatinin) used in the example doesn't include "European" characters, but you should be able to set a different font in your menu settings and have it working without problems.
Same answer to each of your questions: yes.
In my opinion, AC is hands down the cleanest and best-designed (and best supported) game framework available on the asset store, and will not hold you back if you want to extend the system.
However, bear i…
For some reason, I suddenly remembered this Danish cartoon from around 1850:
(Image)
The caption reads (my translation):
Oh, the traitor has made his hasty escape, we must pursue!In truth, he has made his hasty escape, we must pursue!If we are to …