1) Oh cool that would be super useful.
2) Sorry I meant 6 Actions in an Actionlist. I did group some of them in an "Happy" or "Sad" ActionList, but it doesn't give full control over the values. I haven't dived into parameters ye…
Just updated to 1.55b, no luck yet.
Interestingly, the Audio source volume drops to 0 at runtime, no matter what value I put into the Sound script relative value.
The audio source volume stays correct when I remove the Sound script.
I changed the se…
Oops, one more thing sorry.
Looks like there's definitely something up with AC overriding the colors for Unity text.
I've got a fresh copy of AC (no custom code anywhere).
AC menus can change the color of the player text and used dialogue options. …
Yeah, after playing around with diagrams of what conversations would look like, the "true index" solution becomes a bit of a minefield!
So I think I'll redesign my UI to display dialogue options in rows instead. That way I can make sure &q…
Oh thanks, it's starting to make sense now! I'll investigate 1) more.
re:2) I was certain this "true index" was the main reason to have multiple dialog elements with fixed option numbers.
So, sorry if this is going into custom code territ…
Had similar problem. Changing the sound file format worked. There are known bottlenecks with Unity and sound files, so maybe this can help:
* Use .ogg for compressed audio. Any other audio format will be stored as uncompressed PCM audio in the publ…
Hmm no luck on 1.55 either. I also tried rebuilding the menu and UI from scratch.
Does it make a difference whether I assign the buttons to my menu by dragging them from the project window prefab or the scene hierarchy prefab?
Because the buttons h…
for 1) I tried removing the animator from my prefab and selecting "no animation" from the conversation menu but still no luck. It does work fine when it's an AC menu.
2) this is how I had it setup. But when I toggle option 1 off, option …
Thanks so much for the patience and responses. Think I finally cracked it.
I am now only using root motion (slider turned all the way to 1). "Turn before walking" is not selected.
- the MoveSpeed parameter would sometimes be called before…
Thanks Chris, modifying the line 1660 of Char.Cs worked like a charm
if(moveSpeed<0.1){isTurningBeforeWalking = true;}else{isTurningBeforeWalking = false;}
However, sorry if this is dragging on, but I still didn't manage to get complete control o…
Still working on this. Haven't tried to enable GetTargetRotation, but there might be a simpler solution:
Is there any way to enable the bool isTurningBeforeWalking only when the character is at a standstill?
In case anyone else is wondering why, he…
Thanks for that, it clears so many questions. My confusion was in mistaking turn for angle.
So am I right in assuming you'd need to call the Quaternion AC.Char.GetTargetRotation () to get more control over character movement?
If so, how easy is it …
In fact, I'd go as far as offering my services to write said tutorial! I'm a technical writer by trade so if anyone could provide me with a complete AC player prefab + animator controller, I'd be happy to join the dots and write something for the wi…
Hmm still a bit confused by it all... I know this isn't a Unity support forum so I understand if this is asking too much, but is there any chance we could get a tutorial on setting up a complete Mecanim character within AC? One that includes Vertica…