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Alverik

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Alverik
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  • Make sure to remove the parenthesis from the method name (just use: TryDropCurrentWeapon). the parenthesis is not needed by the action (I assume, because it's taking a string name not a real method call). Also make sure the object to affect is the o…
  • Well, it would be cool if they updated only when there was an actual change in the data, and maybe only update the affected menu. But I better not assume since I haven't really gone through the source code and am not sure what's actually happening u…
  • Hi, and welcome to the AC forums @shrumms. Anyway, this is highly likely down to your code. Though, it's hard to say, since you didn't post it... Please remember to post as much information as you can whenever you open a thread, as stated in the for…
  • You actionlist "When Running" field is set to Pause Gameplay. Make sure it's set to Play In Background else it will pause gameplay forever, since it never ends.
  • @radiantboy Well, I feel the way you are handling player switching right now isn't very optimal anyway...  Why not just use AC's player switching instead? You could have a Marker follow the player so that you can use that as the position for the new…
  • As Chris mentioned, this is most likely a mecanim issue.  In your animator, untick "Has Exit Time" in the transitions for all your locomotion animations (walk, run, idle, etc). Else, it will take some time to transition between animations …
    in NavMeshAgent Comment by Alverik May 2017
  • ummm, what happens if you use Object:Animate instead?  Anyway, I'm not entirely aware what are the conditions AC uses to recognize the Player prefab as a character (specially if the player is hand placed in the scene). When I started doing VR and in…
  • Hi, and welcome to the AC forums @robinvr!  Anyway, you are basically describing a trigger volume, which is a basic Unity concept. Usually you'd have to use a collider set as "isTrigger" and script the functionality, but AC has it's own cu…
  • Did you try making an Unity's navmesh to test? Just make sure the agent size and height, etc is properly setup, else you may end up with an empty navmesh or a very holey navmesh.
  • Hi, and welcome to the Adventure creator forums @egutidze.  Well, the answer is: you can build most any puzzles you may want using AC's visual scripting and local or global variables (which are created in the variables manager). But it will require …
  • 41 texures?? you should try using texture atlases instead. This is specially important if your planning to release on mobile. I'd at least try to reduce the texture amount to two or three using atlasing.
  • @Manou Hi, and welcome to the Adventure Creator forums.  Anyway, have you tried to use an Engine:Wait action in between each Dialogue:Play speech action? Dialogue set to play in background will display inmediately, so if you call the action again it…
  • Hey, thanks! I've heard of the SetDirty method, but I'm still new to serialization, so I didn't really think about it, lol. Guess I got confused because the UI needed AssetDatabase methods.  Anyway, cheers!
  • @clairesquare  It didn't have that option. You could have done that effect, more or less, by using an engine wait right after the action, but I've added it as an option. I can't say if it works correctly though, because I haven't tested it. But righ…
  • Oh, so linking them to Options data makes sure each profile uses separate data for each global variable? That's cool to know. Then about creating Gvars. So I just add new Gvar class objects to the list then? I was asking because with the UI I had to…
  • Ummm... I recognize the last mentioned type of error (Unexpected top level layout group!), it usually means you are missing the ending method for some Layout styles which Unity's editor uses to organize stuff in a custom inspector. You should probab…
  • Thanks, I was considering that technique, but I wanted to make sure there wasn't any built-in method I could use to save my custom data classes. Anyway, I though all global variables data was saved when saving, guess I was wrong? (None of my project…
  • Ummm, this may be more of a UGUI or the image effect's requirements thing. Try making sure the effect is supposed to work properly using the render mode and platform you are using. Some image effects have more requirements, like using HDR or having …
  • Oh, cool! lol I didn't see it, or missed it, in Unity's example page, sorry. That's why I though maybe it wasn't possible to use || (and I prefer to be safe than sorry, lol). Anyway, let us know when there's any update, I'm also dying to use the cur…
  • Oh, doh. Maybe typing UNITY_5_OR_NEWER will do instead (I think the or_newer thing should work for every version).
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