Weird, the links are already dead, I though they were supposed to last a week... Anyway, back to the discussion...
Well, to be honest animating head bobbing to look right/natural would be in itself quite a task... it's probably the reason why it's …
Alright... though that's not "my script" that's one I found in the Unity forums, I don't really remember how much I had to change at the end to get it working how I wanted, and I didn't want to post the end result because I was a bit hacky…
By the way, here's the example I based myself for my own version of the parabolic headbob (it ended up looking pretty different,though...) still, it may give you ideas, although, I know you're a much, much better programmer than me so it may be unne…
wow, sorry... when I was editing the code I didn't notice I wasn't using the asset version, I just assumed. Anyway, it's good to know you got it working :)
ah, I mostly use regular and third person cameras myself so I didn't even remember there was a first person camera component, sorry xD... Though, I prefer automation a bit more, but having it as a custom action is also an excellent idea too.
Ah, the above code is assuming you are using an AC third person camera as your player, but I think you can have a similar effect on regular cameras if you use: _cam.lockXRotAxis = true; // false to unlock it
You'd just need to change the type of th…
ummm I'm not sure if there's an action to do that in AC, but it's pretty doable in scripting. The process itself isn't very hard but it may be confusing if you've never done much programming. ummm in the past there was a callback method to do this i…
I can understand your confusion, I only started learning programming like 5 months ago, so the first time I saw AC's API, like 2 or 3 months ago, it felt very confusing at first. But the thing is the phrasing of the code lines in the API is set up t…
Hey, great contribution! It'd definitely be great to have in the wikia (it'll be easier to find that way, in the forums things get buried over time). Posting it as a link would totally be fine I think. Cheers!
You can try this (it worked on my side. You can put it in any object in the hierarchy):
using UnityEngine;using AC;
public class AC_CameraIntegration : MonoBehaviour{ //AC main Camera MainCamera _mainCamera;
void Awake() { //get …
It really depends... the problem in games is that they're interactive. A film director on the other hand is used to creating unmodifiable experiences. A movie doesn't change for the viewer's decisions. Also, you have to be careful not to go too far …
Ummm.. that prefab wrapper idea feels a bit off to me... have you though of generating the character(Player) entirely at runtime? it may be a little more lengthy piece of code, and you may end up needing to pause or delay AC for a moment to avoid is…
The positioning is done when you change the position type in the AC menu manager. It's for types like on hotspot, above speaking character, above player, etc. If the bounds are not set, then those don't work right (like it happened in this forum top…
Umm, that's one thing I've been trying to find out too. Making sure the player stays where he was before a scene change it's something most people who want to add JRPG features to a game have to research sometime, as It's used often for changing to …
Totally sounds like a Unity error... have you tried reverting your window layout to Factory defaults? I have heard of this error coming up and time later vanishing like it never existed.
ummm, I also use IsPointerOverGameObject(), but as far as I know the RectTransform boundary isn't just used for that, it's needed so AC can accurately position the menu on screen (changes in resolution and other things make this important), and also…