A picture of the UI in-game would help and also some screen shots of your uGUI menu settings and the AC menu manager's menu settings too. There are a lot of reasons that could cause this. For example, the bounding box of your UI might not always be …
This could help you:
https://www.youtube.com/watch?v=OJkGGuudm38
Not only does the guy explain how the shader effect is achieved, but he gives it away for free (the link is in the description,you'll find an example project with the stuff in it).
Yeah, I also noticed, even though they look like placeholders, if you right click them and select open in new tab, they do show up.
But, just so people can see them without going through that process, here are the actual per image links (taken right…
I haven't been able to play with it much, but from reading their docs and seeing the examples I also feel it'd be the ultimate writing tool for games (specially if you are a writer). Their API itself looks simple enough, but I'm not sure how I'd go …
Ummm, the problem is, this goes beyond just the character control, which the integration is intended to cover. Linking the inventories will probably need some custom actions, and it will probably require a way to handle both inventories at the same …
Nice, so navigation just creates a Path under the hood? I though that was only for the Paths you can create in the editor. That'll be useful information :)
The warning comes from a script used to crouch. It just moves the camera up and down. It doesn't affect the player object. And, the error is harmless (it's thrown once for an instant during loading, but there are null checks in place, so the game do…
Yeah, things like mass will affect character controllers differently depending on how they've been coded. I've personally read all 3 threads for the major controllers (Motion Controller, TCP and Invector) and you'll sometimes hear stuff like that to…
Yeah, It is not mentioned in the manual explicitly I think, but you can build loops, the same way you'd do in programming. You can do this with any Check:action. If it has a false or true end results then you can just tie the result back to the same…
Ah, but if you already got the Motion controller or some other controller you could check their built in way to call an animation through a selected key. I think motion controller and all the rest already do that for you. most of them should have an…
For the health bar, it would be very easy to do if you use a health bar which only measures up to a 100 (100%). Showing numbers and health at the same time if they go beyond just a hundred is more complex. But anyway, you'd need an AC float Global v…
That's fine lol, I get it too, I've done everything imaginable to not code whenever I can. heh. I'm also not a coder at heart (I'm more of a designer/artist). Anyway, let's see how we can get you up and running with that stuff then!
First, about the…
Umm... I was looking at the API and I think maybe this method would be useful:
AC.NavigationEngine.GetPointsArray ( Vector3 startPosition,
Vector3 targetPosition,
AC.Char _char = null
)
Basically the first position would be the character's tra…
Chris is right. You'll always need to add or modify stuff for your own game, rarely will you be lucky enough to say "hey, I can use this as is!" The more original or special your game is, the more custom stuff you'll need to make (or tweak…
Umm.. that would be nice... but to get that to work properly for every situation would take lots and lots of work... that's why there's already a few asset's whose sole focus is spine integration. Spine after all it's not a third party unity plugin,…
I personally prefer the way invector's system responds out of the box, but as was mentioned before, unfortunately there's no integration to AC yet. I've seen videos of Opsive's though, it's more expensive, but the setup does feel more mature. So, it…
Cool, that'd be great :) Anyway, I do know there are some quirks to using the wikia. But the biggest issue I've seen is that the copy pasting is awful. They made their own code, and I'm not sure if it's for "security" or due to compatibili…
Yeah, your using the wrong type, man. It's not Particle it's ParticleSystem (I think Particle deals with individual particles instead), of course it's not going to find those methods if they're not there. Try using GetComponent<ParticleSystem>…