Edit: running _Update() in Highlight every frame wasn't enough for the highlighting effect being turned off after clicking a hotspot, and its associated DS conversation starting (with the cursor still hovering the hotspot).
This is something that's…
Hi Chris, thanks for replying.
I come back to you with some research done...
Short version:
Turns out StateHandler.cs Update() is NOT calling _Update() in Highlight.cs, because player interactions are off.
Long version:
If I select "Never&…
Update: I've modified Ambience.cs like this...:
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...and it seems to work. Certainly a better solution than doing it after the controller is instantiated.
Now I just need to remember I tainted a script when I update AC. :p
Hi Chris,
I ended up adding a PlayMaker FSM on each character object, looking for rigidbody collisions with some polygonal "area" colliders I distributed on the scene, and when they're entered I call the SetSortingMap method on the Follow…
Oh well, I'm facing another problem now...:
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All refs are lost because all 16 NPC objects are actually on the scene (again for reasons).
I guess I'll just make my own implementation then.
Err... okay, it's working now.
I forgot to change the collider parameter in all the three triggers.
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Also, I disabled "Sync parameter values".
It's funny how writing a freaking two pages long post makes you find the solution yo…
Well, I forgot to describe my actual setup... it's terribly more complex than just four sorting layers, because of reasons.
Indeed I'm using sorting maps for deciding which sorting layer will use the player or NPC. Sorting order is dealt by the Y a…
Of course.
I have these "scene" prefabs...
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Not Unity scenes, but "rooms" that I exchange when the MC moves to another location.
It has the images and geometry needed for both Direct (physical colliders) and Point &…
Sorry for highjacking/necroing this thread, but I'd also like to "bump" this request from andi.
In my own case, I've found myself in the need of changing numerous navmeshes, as I don't want to load a new scene just for changing the backgr…
Ok, I've found the culprit...:
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That "Affect children" checkbox was messing around. ^_^
My only remaining doubt is, are those "Remember Transform" and "Remember Visibility" really needed if "Remember NPC…
Note: I have Unity 5.6.6f2 and AC 1.60.7.
Also, I've hit the 'Off' Markers visibility button on the Scene Settings, then 'On' again, and it seemed to solve the issue with most markers, but some are still showing, even after leaving the setting to '…
Hi Chris! Thanks for your comprehensive explanation.
So there is a valid reason for that behavior. Okay, I'll treat skippable cutscenes as whole entities then.
That new method you mention could prove very useful to have cleaner code than I have no…
Oh sorry, I didn't notice there's no profile signature anymore. I have Unity 5.5.3f1 and AC 1.60.7. Last time I tried to update, issues ensued, so I'd prefer to stay in there unless really needed.
The difference I see is that "Block Gameplay&q…