The first approach sounded fine. Can you elaborate on how things didn't work, exactly? Were the parameter values updating correctly when viewed at runtime?
One thing I would say is that you might be better off avoiding blend trees, since the diff…
What's your AC version?
You don't need Remember NPC - Players are saved automatically, and this will create a save-data conflict.
Remove this component and save again. Then, go through the data for it in the Save-File Manager, and locate the &quo…
Is this screenshot taken at runtime, and do any messages appear in the Console?
Try this variant instead:
using UnityEngine;public class SetNavCamUI : MonoBehaviour{ void Update () { if (GetComponent<Canvas> ().worldCamera == nu…
You need to assign the parameter value - the first Action assigns it to a separate ActionList.
Copy or amend the first Action, same settings but check Change own?, so that its own parameter value takes the value of the Global Variable.
Yes, exactly.
As an added bonus, you can then any check "Is Player?" in any character Action to get a drop-down of which pre-assigned Player you want to affect.
Glad to hear things are now working, and thank you for your patience.
Any details you can share about the issues you faced, and what steps you took to resolve them, will be welcome. It will help me reproduce them on my end, and it may help others …
I can't recreate such an issue - but as the Action should now rely on the parameter, not the variable, its the former value to check.
Try adding an ActionList: Comment Action that displays:
Parameter value: [param:0]
into the Console. What gets …
The prefab's Canvas component will lose the reference to the scene-based NavCamUI object once you remove it from the scene.
One way around this is to attach a script to the Canvas to assign the NavCamUI at runtime. Something like:
using UnityEngi…
You could rely on the Inventory: Scene item Action to have an in-scene representation of the item (see this tutorial).
However, as the robot (presumably) remains in the Inventory, and can be used in different scenes, I'd say the better approach wou…
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Generally, this is down to personal preference / specifics of the character's design.
Having a separate rig for each direction takes time to set up, but once done, it's generally easier to animate for - since you always have the rig set up …
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The Animator will need to be enabled (i.e the Menu be turned on) at the time the Action is run.
This may not be necessary with v1.81 - as this adds an option to "Remember Animator" that causes state changes to be retained when dis…
What scene, specifically, are you referring to with "2.5 top down third person" - are you referring to a separate demo scene from UCC/UFPS itself?
The integration's Readme file details how to use the integration. The integration has its …
I have removed the link - AC is a commercial asset, and sharing links to download it is against the forum rules. Please see that it does not happen again.
I have examined the project, however, and recreated the issue.
The issue is down to the Act…
Welcome to the community, @CaroRed.
In the Settings Manager's "Interface" panel, unchecking Mouse clicks have default functionality? will prevent left/right clicks from having an effect - leaving interactions to InteractionA/InteractionB.…
The use of FindObjectsOfType may be the issue - this will search for all Containers in the scene.
If the numbers are wrong, I'd recommend simplifying and building things up from there.
Start with just one property, and store it in a temporary int …
The Menu becomes disables while the speech plays - if the Action is run during this time, it won't be able to locate the object.
Does it work if you omit the speech / all else before the Animate action?
Is the Trigger's collider positioned in the centre of the fireball, and is the Ship's position in its own centre?
Does the Player move through gameplay-blocking ActionLists? If so, you'd need to adjust the "Reacts" field to have it react…