Thanks for looking into it.
So, the NavMesh. When you say "in relation to the origin" do mean origin as in 0,0,0? If so, then it is quite a way off in every axis, though I wouldn't have though it would make a difference - I may be wrong o…
For projects started in 2017, you have to first download some sort of update for substances before updating the project to 2018. Allegorithmic uploaded a video for it on which can be found on youtube i believe.
Sorry for not leaving more information, but I think I've actually now solved it.
It seems that, when you make a combine interaction for an inventory item, you must also manually assign that same action list asset to the other item it is to be comb…
That sounds like the exact solution I need. How's the learning curve on Timeline? I hate having to learn new systems when I'm trying to get something done, especially something that initially seems simple.
Thanks for the advice, and yes I am using Root Motion.
However, it seems the best way to avoid the visible "bounce" when teleporting the character into place after animating, is to actually use a second character in the scene that is init…
I tried both Object: Transform and Teleport. Teleport works actually, but I just can't get it to time properly. Basically what I need is a "Wait until finish?" option for Character: Animate Actions (or equivalent thereof).
Here is my Acti…
This second issue is actually more of a bastard than I predicted.
So, I have the animation playing correctly now; the character climbs onto the car (actually a second, invisible car that has a nav mesh and mesh collider on it).
What is supposed t…
Welp!
It seems I just needed to alter the animation import settings (XZ, Baked, Centre of Mass instead of Original. It seems like it should be Original to me, but hey-ho) and remove the colliders from the car. Now I just need to figure out how to g…
Unity 2017.1.0p4
AC 1.62.2
It seems to be Substance related. I can get the load times down by setting the Substance Load Behavior to Do nothing, or Bake & keep. However, with these settings, the scene often gets loaded before the Substance is r…
Yes, playing particles is covered in the manual. So, as part of your action list for changing character, you would also want an Object: Send Message Action to Turn On (or off) the particle.
Alternatively you could use Add/Remove Object actions, wit…
@Alverik That's blasphemy 'round these here parts!
@Klabautermann Have you ever tried the game In Cold Blood? It was made by the developers of Broken Sword, and serves as a sort of hybrid, as Alverik described, it is an adventure game, with dialog…
Forgot to mention I used Snebjorn / Purpleshines' script for allowing Final IK's interaction system to be triggered via custom actions. It is on the wiki, I believe.
Cheers
I think number 2 is because jumping is being applied twice. Adventure Creator has jump as an available input for Direct Control movement method, but Unity's Third Person Character Prefab probably has a jump as well, mapped to the same button. I have…
I've always liked Final IK's "Interaction Triggers" approach to scene interactions, in which the interaction can only be activated within a certain distance and within a set angle.
https://www.youtube.com/watch?v=-TDZpNjt2mk
"Variable linking
Global variables can now be linked to any custom asset via events. Previously this was limited to options data and Playmaker, but synchronisation with any custom script is now possible. The new "Variable Linking Example…