Ummm, have you tried checking the uGUI menu's options to see if anything is amiss? This sounds more like it might be an issue with the uGUI menu, I'd check the anchors and verify if the element's are actually resizing with the screen size. I'd also …
I've been looking at the list and there's some cool stuff, but I think, if I had the money, I would just pick Adventure Creator :). Well, and maybe beautify and the isometric pack (and just maybe the multistory dungeons). Curvy and Curved world also…
Hi! Don't feel about having questions, that's how we learn faster anyways, by asking stuff (or reading stuff, lol).
About the first question AC already has a solution for that. Each scene has it's own On start, on load and On variable change cutsce…
Umm, a video would have been great here. As I told someone before, video game developers are busy people, lol, and you should know ;) (also I'm broke :P, and where I'm at that means really broke, just barely paying my bills, lol). Still, the images …
Wholly wow! Such a reduced price. Too bad I'm in an economical slump right now, else I'd get one of those =((. Such a low price, anyone'd want several licenses B-). Specially if you're hoping to grow, (although I'm not there yet anyways lol). Still,…
Nevermind... I was rally missing a parameter. Had to read the script again to notice I was missing char.ToMove, so all I had to add was:
actionCharFace.charToMove = GetComponent<Char>();
And now it works, lol. Maybe I'll post about this in the…
Alright, it was something silly... buried in my scene there was another Third person camera that was getting affected instead... Still, the method I posted above doesn't really do me any good. I wasn't aware that OnMouseDrag() only fires if you drag…
Lol, sorry, the names of the variables were a little misleading. And you're right, there's some stuff that's just less cumbersome to pull off directly in code. Anyways, the long way to do it right would be to put the code in a method/function and ca…
I didn't get any red warnings but I've been ignoring yellow ones, so I'll double check. Updating to Unity 5.4 got me like a 100 yellow warnings in my assets... :-<).
Still, the funny thing is, I'm using the same methods and coroutines to detect,…
Why don't you just switch to a fake player before changing scenes? I've done this before when making a start screen. Basically you make a new AC player which is nothing but a cube, without a meshrender (basically invisible). Then when you want to ch…
Brilliantly solved! I must be honest and say I'm still getting used to AC's API too, so I didn't think of that. About (1), that's strange, don't all actions have the namespace defined at the top (using AC;), can you check if you have that in your sc…
Cool! By the way, the structure of the wikia has changed a little since it's creation, so the old link is deprecated, you can just use this link instead. Then, just look for the contribute button and add a page. Cheers!
Ummm... the biggest problem here is not how to do it, but how to do it in a clean and efficient manner. A lot of stuff, even very complicated stuff can usually be done with actionlists assets and parameters, but it may often leave you with a ton of …
He said it's not clear, because you mentioned in your post that the 3D models are new... I'd also ask you if you have tested the issue with your older models, but I've encountered this bug in the past too. Except it was in some UI animation's I had …
It's also fair to note NavMeshes are only meant for path finding, meaning that if you are using Direct Control as your movement method the Navmeshes will be ignored. If, in such cases, you need to set limitations to the player's movement, then you'd…
Yeah, True that, I've learned to check the list of files well first, because old "standard assets" folders are a pain in the neck. Problem is, most people use the effects in their demos and examples pages, that's why they add them over and…
You can use the Player: Constrain action on your OnLoad actionlist or any other actionlist really. Umm.. but, you seem to be new to AC, so I'd really, recommend you take your time to read the whole manual and watch all the video tutorials to get you…
@the_dhel the function where some code needs to go varies depending on what you're after. Start() is only run once, when either unity starts play or when an object with a MonoBehaviour script is enabled for the first time in the hierarchy. So if you…