I am wanting to know how (if possible) I would be able to use AC with a third party character controller. I have another character controller that handles all sorts of things like physics and animations.
The idea is to have a character that can move free from the NavMesh and engage in activities that are not related to AC (e.g. platforming). But then, I also want the character to be able to interact with NPCs and use dialogue and activate actions using the AC system. I want to be able to still utilize the AC inventory system.
I don't have a great understanding of how AC can be abstracted from your own game systems. I would appreciate any advise regarding this so that I don't go too far down a path with either AC or Character Controllers.
Thanks!
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Welcome to the community, @JakesTheFox.
AC's Player and NPC components has a Motion control field that - when set to Manual (as opposed to its default Automatic setting) - prevents AC from affecting its Transform values, leaving a separate controller asset/script to affect it instead.
A manually-controlled Player can still have an Inventory, and have associated speech lines.
So far as having AC take control during e.g. cutscenes, you'll need an integration script that bridges the two - and there are two main approaches you can take:
The latter is possible because - even if AC is not in control of a character - it's still keeping a record of where "it wants" that character to be based on e.g. the various Character Actions available.
A tutorial that uses this approach can be found here, while a number of ready-made integration scripts for other controllers can be found on the AC wiki.
If you have specific questions about integrating AC with your controller, I'm here to help, and the Manual's "Custom motion controllers" chapter also has details on this topic.