The NavMesh Agent integration requires that the character rely on pathfinding for movement - if they just beeline to the cursor, it won't count.
Setting a non-zero Pathfind update time (s) value in the Settings Manager should resolve this, as it'll…
I don't have enough to go on. Is this for a 2D game?
If you'd like to PM me your Managers, the script, and an example scene, as a .unitypackage file, I will take a look.
Here's an update scripw with two changes:
1, Clicks are now ignored when a Hotspot is selected.
2, The LayerMask is now configurable - if the wall beside the ramp is included, clicks will not pass through it to the ramp.
using UnityEngine;using AC…
A Global Variable with its Link to property set to Options Data will cause its value to be saved as part of the active Profile, as opposed to specific save files.
However, it would be better to reset the scene itself as opposed to saving/loading sa…
Going with separate animation states is the approach to take.
It doesn't need to be a separate animation - an empty state in your Animator, set to be the default, is often enough.
To handle the transition to the falling animation, create a Trigger…
Welcome to the community, @GvdBulk.
When a Button element relies on Unity UI, AC won't interfere with the Button component's Transition properties.
In following your steps, though, I have found that the Animator component that gets added to the pr…
Thanks for the details.
It sounds like its a case of it being hidden rather than not opening, as you ought to get a NullReferenceException error if the window isn't actually opened.
You can confirm this by opening up AC's AdventureCreator.cs scrip…
Welcome to the community, @arrakis338.
A simple custom script can be used to update the amount of items based on an Integer variable value, but you'll need to use it carefully: since the item itself controls its own amount through Inventory: Add or…
With which input, the mouse?
The Scale processor should - by default - be attached to the Mouse inputs for both the CursorHorizontal and CursorVertical actions in the Controls asset. Is this not the case?
Welcome to the community, @Darius0o2.
The Unity Editor window doesn't allow for non-built-in windows to display if a script compilation error exists in your project. Check your Console - are any red error messages appearing?
Otherwise, what is th…
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By plural, are you including the test project we discussed earlier - or is that working completely?
If it's working, it may well be some other setting in your project propert that's interfering. It could even be another asset. Try searchi…
A piece will be placed in a slot so long as you click the Hotspot - the position isn't accounted for, and the piece will be moved to the same position when dropped.
If you don't drop the piece on a slot, it'll remain where it was - you can make the…