In Unity + itween I moved a platform (with the player in) through a predetermined path (iTween Path). I have managed to move a platform with player in (parenting) going from one Object:Transform vector to the next place in space. Having a long or mix path requires lots of Object:Transform actions . Is there an iTween equivalent in AC or an interface to iTween like there is for Playmaker?
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In the meantime I have used Path and it is indeed very similar to iTween but I have been unable to parent the player to the platform also I tried the 'no gravity' mode because the path moves in the 'y' direction and then the player turns around like mad and doesn't move up along the path.
In general a good example of "player/NPC using the Path" would be appreciated
I had quite a number of 'sample' scenes developed in PlayMaker, iTween and plain Unity and I wanted to "convert" them all to AC.
I have done the same with a path of 8 points which uses 8 Object:Transforms with different Vectors. I suppose I could use just one with Parameters but I am not sure how to...................... unless you give me a hint
I don't think I can use Parameters to change these Actions:
I would like to parameterize the Vector line so that I instead of having 8 Actions like that I would have only one with 8 different parameter values for Vector.
But I have read that you can parameterize Objects, variables, but not Vectors ??????? I don't know
No it doesn't work the way I want it, the movement is abrupt since you don't have attributes for smoothness in Character:Move to Point therefore useless certainly for panning or actual traveling on top of a small platform. I guess I will keep using the Object:Transform.... or I will try to interface to iTween. (I tried using Object:Teleport but it's the same)
or did you mean using something else...
Yes can't blame me after all there is no write up on such thing as a Copy Marker.
For my scene riding a platform through some nodes in space either solution the one you mention and the Transform:Translate-to are Ok . My problem is that if I had 20 nodes to transport the player to I would have to have 20 actions instead of just one Action with a game object variable that I can change within a loop but you don't have a gameObject variable.
I have a problem with setting my first person (Tin_Pot) as a parent of an object the moment I do that he cannot move around with the mouse , in other words, the same effect as if I took away the 'lock cursor in screen' and even if I set an action like Clear Parent it doesn't change.
This is a problem because I am mounting the platform as a player in my new animation scene with a 'set parent' action and when it ends he will not move any more with the mouse. Definitely the set parent kills the action of 'lock cursor to screen'
I don't even know what 'gameplay-blocking Action' is so I don't use it. I do not use a FPS (shooter) I use a FPCharacter just like Tin-Pot. It's a question of semantics.
Further experimentation to help you diagnos this problem:
I make a new scene just a cube and a Tin_Pot prefab
In a 'startup scene' I make an Object:set parent with Player and the cube , then a pause of 2 secs and then Object Clear parent Action.
In this case the player can move with the mouse, no problem.
Now I make a hotspot and an interaction that does the exact Action List sequence as above and Tin_Pot can only move but without mouse control anymore.
Normally I would have not noticed but after the animation (I made following your advice) to move player parented to the platform I lose the mouse control on tin_pot after its completion.
Could you better describe how your working / non-working ActionLists are run? Is the first one an "On Start" Cutscene? Screenshots of everything in this test scene would help a lot.
I have again reduced the scene to a bear minimum. I think I know what could be wrong since I have no experience in Animations nor in Mecanim and I have not seen any samples of an object animated to fly a distance and 'land' and it seems to me that the Mecanim controller is lacking something.
I am including : a picture of the Mecanim, another of the Transit, another of the ActionList which is triggered through a Hotspot and the Animation name of the cube flying :
http://i.imgur.com/yR5IF0h.png
http://i.imgur.com/AfCLnOc.png
http://i.imgur.com/zGFKRHz.png
http://i.imgur.com/WIPU2iE.png
Check "Wait until finish" in the Object: Animate Action that goes in between the 'Set parent' and the 'Clear parent'. Normally, this would pause the game for the duration - but then change the "When running" field at the top of your ActionList's Inspector from "Pause Gameplay" to "Run In Background". That will cause the list to run in the background, and the Actions will not affect the player's ability to move.