Hi, thanks.
No, the case would be to replace the standard idle and walk animations at runtime. Instead of normal idle and normal walk would be idle_crouch and walk_crouch so the character can walk through a tube and then go back to normal.
I don't know if this is too old or I should start a new thread. But it's the same subject.
I have 3d character with a mechanim tree and then from the idle animation transitions to a new idle_crouch animation and from that idle_crouch transitions to…
Yeay! That was it. This combination I did not try. It would be useful if a small sign appears like in other cases does. If we activate Y-axis movement and have side-scrolling activated. Because I had no way to know that limitation.
Thank you Chris.
Thanks Chris!
This could work well. But anyways I've been working today on finding a work around on the object:visibility aproach and found a way that works very well so far.
I created a separate scene where I drop the player prefab like an asset.…
Just for the record. I tried the alternate solution of Player switching, just to see how it worked, and it doesn't work either. It also "does all kinds of crazy stuff".
For instance:
* not removing the old player when it clearly says &qu…
This is a very poor solution for a big feature lacking. I have a player that interacts with an incredible amount of objects, so the remember visibility was a good solution for this. But works half-way, sometimes makes "all kinds of crazy stuff&…
Thanks, I have to dig in because I don't know AC that well yet. But this is encouraging. A macro script that can convert WME strings into AC strings would be fantastic.
Sorry I duplicated it because I thought it was better to have that as a separate thread if anyone else comse looking. Here I paste your comment so we can all benefit from it. Thanks It was what I thought, good tip to use the ortographic projection f…
Is not the exact same issue but is related to this so you might be able to help me. I'm working on a 2.5D game also and I want to do a scrolling background, the player walks through a long corridor and the camera will have to follow him and the back…
If someone was following this one. I resolved it turning off the Limit visibility component. I think it's not working properly because when activated I feed it with the camera that is supposed to look at these sprites and they weren't showing. I don…
Hi, thanks for your reply. I'm making my own game not replicating the tutorial with the tutorial files. I added in both fields the same camera which is "officeCam" Maybe with these shots you can see what I'm doing wrong. Cause I can't see …