I also use PlayMaker. It's actually pretty easy. :)
Drag your action list from the Hierarchy and drop it in the State window in PM.
Select 'Call Method'...:
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Then select 'Interact'...:
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And that's it. It will run your action lis…
Well, if it should work then there must be something I'm doing in the background that mess up the syncing process. I'll try to troubleshoot better now that I know it's supposed to work, and come back to you if I find something weird. ;-)
However...
Now that I think about it, it would be far more efficient to just capture a Player Talk End event and not checking if he's talking or not every frame...
So my question remains, I suppose. :-P
I'm answering myself, because it seems I've found what I was looking for...:
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I'm sorry for not realizing before. I'll leave this here to help others.
Thanks!
Thank you for your reply Chris! Helpful as always. ;)
I can't use the Follow command because I have very strict positioning needs (both characters start a synchronized animation between them), but I'll be sure to try that background process method a…
Thanks for taking your time, and that's promising Alverik. :)
To be honest, what I firstly tried to find was some exposed property related to the player facing direction when moving, which is what I actually want to know so I can pass that data to a…
Well, I appreciate the responses. :-)
And I understand you have a lot of work to keep up this monster running, Chris.
Also, if you were to add support for Spine runtimes you would be an exception, not a rule. It was astonishing for me to discover th…
Thank you Chris.
I'm using Unity UI system instead of AC's, so I suppose that's the reason I couldn't get those clicks handled by AC as a menu click, yes. I've managed with that little trick, but if it gives me problems in the future I'll do as you …
Ok, I resourced to a VERY cheap trick...
I've simply put a null Hotspot (that it does nothing) over the bottom area in the scene. And then I attached it to my main tracking camera as a child so it moves along with it.
Mouse clicks are still caught t…