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Alverik

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Alverik
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  • I think it's going really cool, you seem to have a pretty nice base you could even use for original games once you tweak it a bit more. Regarding combat, when you say the "feel" isn't right, do you mean Controls or something else? It's iro…
  • I agree c++, is a major pain in the ass... People who know and use a lot of programming languages tend to tell you the only pro about using c++ right now is performance (workflow is a mess). So, I do lean a bit towards @Hightreason 's opinion, but I…
  • Thanks, but Polygon Collider is for 2D only... In 3D it's either custom mesh or Unity Navmesh. Anyway, I'm in no hurry (not doing a regular point and click right now... but maybe soon). I just find it odd that it doesn't work with a Unity Navmesh th…
  • @zebbi@ChrisIceBox I installed the latest version on a new project, then opened the 3D demo (made sure to load 3D demo managers), then tested. Using custom made navigation mesh Point and Click works as it should, but if I then switch to Unity Navmes…
  • Are those 3D characters? if they're 3D, this might be an issue with light baking (needed for both realtime and static lightening). You'll want to take a look at your scene's light baking settings, and make sure you actually save after Unity has gene…
  • AC supports a range of Unity versions. And, the asset store always shows the earliest version an asset works with. That's why Chris mentioned it works with Unity 5.3.4 and beyond. But, Unity has recently changed their versioning conventions to use t…
  • @KaySievert Of course, I was just trying to explain how people go about controlling characters using Timeline. But, AC is made specifically with this kind of situation in mind and it's very good at it (else I wouldn't be such an AC evangelist myself…
  • @KaySievert You are seeing this the wrong way. Too much AC usage I guess, lol. Timeline is an animation tool, you can see it as the big brother of the Animation window. The main difference is that you can animate anything in the scene, not just what…
  • @Rickious It'll tend to happen, I think AC tries to default to the demo managers whenever you update so the ones in use may be deselected (but never deleted). All you have to do is look for the manager's package asset you get when you create a new G…
  • Both require coding. Blue prints are best for small tasks or giving logic to animation states/character controllers. If you make a game using only blueprints chances are the performance isn't going to be all that better than making it with c# in uni…
  • Dunno, I'm in the same boat, I've been working on a system I can use to create Entities with stats (separated into base stats, skills and condition stats, this last one a la Sims, like hunger), though my focus has been on being able to create any ch…
  • Oh, will play it when I can! I really liked the first one.
  • Musical driven adventure game? that sounds mighty interesting :)
  • Don't get upset by me asking this... but is your variable public or marked with the attribute [SerializeField]? Also, some types can't be serialized by Unity, like nested lists or Dictionaries, so their data will be lost after exiting playmode... ar…
  • @ezsilman I tend to make my own persistent engine where I put all my managers scripts (modifying AC's scripts will make updating harder later, so I don't recommend it unless it's really necessary). You could make a gameobject prefab, put it on a Res…
  • Just use different audio sources. One audio source can only play one clip at a time, but you can play several of them at the same time if you have multiple AudioSources. AC's Play Music actions are tied to a single audiosource, I think, so that's wh…
  • Unfortunately, I don't think there's any other way to deal with modifying what objects in other scenes will do. Even if you weren't using AC, you'd still have to rely on Global/static variables to keep track of what's happened in the game, to then h…
  • Uhh... I haven't used rewired in ages (been working in a VR project for a long while now). But, I think you had to make sure the actions had the same names as the inputs requested by AC in the Settings Manager. Like it says in the wiki, make sure th…
  • Yes and no. With coding there are ways to tell (using contact points and angles), which aren't always quite accurate. In this case the best practice would be to simply have multiple colliders. In your case you could have one for the Right End(front)…
  • True, you should probably use remember scripts only if you have multiple objects that need the same data saved. If you only have one Vines object in one scene, then a remember script, more likely than not, is overkill...
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