@witheredCrow Let us know how it goes, I'm planning on doing something similar. Hopefully the controller can be used in the same manner as keyboard, like it can for inventory.
@Snebjorn: I think people only associate Unity with low quality due to all the overly-ambitious, derivative/unfinished, zombie survival mmo games a lot of people put on Steam Early Access, and quite often abandon them.
The engine itself is certain…
For now I'm staying put with the Personal Edition, at least until I finish my current game (at least). Unity Pro doesn't seem to offer much of an incentive to me, and the Unreal Marketplace is nowhere near the asset store in terms of full game creat…
@Snebjorn: Thanks to your script (and watching Partel's tutorials approximately 600 times) I'm quite comfortable doing interactions with AC. I think Grounder is pretty simple. The only thing I don't have going is Look at IK, (in relation to AC Hotsp…
I had this - to solve it, I went into the Inputs and just renamed jump to jumping. Then in your Opsive tpc abilities list, make sure you change the jump ability so that it uses the jumping input instead of jump.
What version of Unity are you using? Do you have any earlier backup versions of your project to check whether this is exclusive to an "updated" version of either AC, Unity or UFPS. Also, with that script, you shouldn't ever see the system …
using UnityEngine;
using System.Collections;
public class CursorScript : MonoBehaviour
{
// Use this for initialization
void Start ()
{
//Set Cursor to not be visible
Cursor.visible = false;
}
}
I have this in an on start cut-scene and i…
Nice! "Sometimes your fingers clip through the terrain" lol.
Water looks great by the way. Is that Playway's handiwork or did you write your own shader?
Okay - I figured it out. First make a new menu that just has exit text. Then in the trigger, turn on the menu with the trigger type as "on enter" (default). To disable when leaving the trigger, apply the same AC_Trigger Script to the trigg…
The bit I can't work out, is disabling the text again if the player leaves the trigger. Perhaps I need to set up a local variable to check if the player is in the trigger or not. If true, display text, if false don't.