ChrisIceBox, thank you for the advice. In the end, I created the angle "intervals" in the blending tree for the rig changing based on Zombiehype's advice.
Would you recommend switching to regular transitions instead or is the above soluti…
Zombiehype, thanks a lot! :-) I was actually also wondering how to set the blending tree if I have unequal movement angles, so this settled all these issues and now it seems to work great!
I managed to figure it out - with F2, you can actually edit the paths to the rigs manually, so I just copied the animation, renamed the copies, and then set the correct path to the involved rigs.
I think I set everything as it should be. I have the…
I have one last issue that arose from rearranging the Hierarchy in the correct way. Before, I had one animation that was applied to three different rigs, which was great as it saved me a lot of time and work. This was not a problem when the rigs wer…
Thank you very much for all the advice, I will rebuild them in the correct hierarchy - it seems like the simplest solution. Fortunately I didn't make that many of them yet.
They are indeed marked as missing. So next time I create animation, I should make it with the same hierarchy system, for example: Hrdina rig/Specific rig1, right?
Is there a way I can fix the "missing" error? Like manually setting the cor…
Currently, they didn't. I thought the Sprite Child "Hrdina Animator Controller" would be enough. I just created the Animator component for the "bok" and uploaded its original animator component file there and the animation is pla…
The animations were made before I created the hierarchy, but the names of the specific rigs remain exactly the same (bok, predek, etc.) They were only moved under the "Hrdina rig" parent. On runtime, it just shows a static image of all the…
Thanks for the advice. I am finally trying to get the multiple rigs working, but I have an issue with how to place the various rigs into the Player prefab hierarchy. I thought I could just place them as children of the Sprite Child, but when I do th…
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Yes, the issue is the same for both Music and SFX, the On graphic shows, but instead of the Off graphic, there is empty space.
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I am not sure if I understand correctly. Should I attach this script to the whole Prefab or specifically …
When i run the game, making the element invisible also keeps turning off the objects in the prefab (although they were originally set to on). And only sometimes. Also, the source image in the prefab keeps turning to none (but the other objects in th…
The action list works and the menu elements swap at the right moments, but the Off version just does not appear - as in the image is missing, although it shouldn't. The On version appears and disappears properly When I turn on the Settings menu (and…
I am just having this stupid issue when the Off graphic does not show up sometimes and remains inactive. I have the exact same setting for Music and SFX, one works, and the other does not. The Is Visible box is unchecked for these off graphics in t…
Thank you, not what I was hoping to hear, but it is what it is :)
I have just two questions when recreating these menus using Unity UI.
1) What element should i create in the hierarchy for new menu prefab to have a add the Saves List element to? I…