Oh well... problem is I don't manage to get my head around those Unity Input thingies... It's one of those topics that even reading and reading about it, I just can't. So that's why I'm using PlayMaker Key Down actions...
But if that is the way it i…
Hi Chris, I've finally upgraded to 1.60.5, but I've got a little issue.
If I click on a hotspot while being in 'Free' walk/run mode, and then switch to 'Always run', the player character starts running toward the hotspot and interacts with it after …
Aaah okay, I didn't get you at first! ^_^
Okay, it doesn't fire up the interaction now, which is good.
However... could it be possible that Player Constrain: Walk/Run toggles didn't interrupt the move-to-marker action in the first place?
I can imagi…
Mmm, I don't quite understand. I'm not using 'Move along path' in hotspots. The only options I have are these:
(Image)
To the best of my knowledge, the only difference between 'Walk to' and 'Walk to marker' is that the second one calculates pathfi…
I've noticed a weird (IMHO) behavior when using this Walk/Run toggle of mine...
If the player character is in the middle of a 'Walk to marker' action and at that moment I press the key to activate 'Always Run', the Use interaction runs immediately w…
Hi Chris!
Err... forgive me I didn't understand fully (English is not my main language). :\">
Just to make sure it's not wishful thinking on my part... you're saying you'll modify 'Walk to' and 'Walk to marker' player actions behaviors to '…
Thanks for the reply, Chris.
I wasn't too attentive to detail and missed that action altogether. However, I still have one issue.
First of all, I must admit I didn't do the thing exactly as you said, because I've never tinkered with Unity Inputs bef…
Hi, sorry for necroing this, but I wasn't able to find a more recent relevant thread.
Was the walk/run toggle feature implemented at the end?
What I actually need is some way to enable/disable point&click running with a key like caps-lock, so wh…
Hi Chris,
Thanks to your reply I think I've realized what is happening...
I need Sprite Faders in most sprites, so I never saw that additional option you mentioned. But it's there as you say, when you add a Remember Visibility component to a Sprite …
When I target a 1920x1080px screen resolution, I import every sprite with a 108 PPU setting.
108 * 10 = 1080 pixels. In that way, you can leave the orthographic camera to 5 and it will fit that resolution quite nicely.
Wow... you two guys deserve a medal.
And IMHO this should appear in the AC manual. Just a warning about this happening, because PlayMaker adds that object by default with the problematic option checked.
(Image)
So many, many thanks!
Thank you Chris.
I'll need to let this pass for a while though, so I could focus on continuing with other features we need to publish before all is good and dandy. ;-)
So see you in some days/weeks from now.
Hi Chris,
I've made a backup of my project and physically removed all the PC2D components and additional cameras I had...:
(Image)
...and even removed all PlayMaker FSMs from the Main Camera itself...:
...but it's doing the same! What the hell..…
Hi Chris,
I've tried with the demo and it works flawlessly, as we both expected.
My versions are Unity 5.5.3f1 (64 bit) and AC 1.56g. They've been like this for months, as I don't like to upgrade anything unless strictly necessary.
The screenshot...…
Another interesting bit of info I've just find out...: the higher I click, the more to the left she goes.
Almost proportionally, I'd say. Like if she goes to the left the same amount of pixels that the cursor is away from the NavMesh...
Does this he…
Thank you Chris! That helped me a lot to understand how to access this "hidden" property and others in the future.
However, this property is not as good as I thought for what I want to achieve, that is to basically stop some FSMs in case I…