Here's what I did with my FP player: I placed a marker on top of the couch/chair >> Call event: Disable mesh collider on chair >> Move to point: marker on chair >> Face direction >> Player constraint, freelook only >> P…
I figured it out, but it's pretty convoluted to reconcile AC + Timeline + CM in the same scene. The single CineMachine page in the AC manual is pretty tight-lipped.
But now it's working.
(Image)
OK I figured it out, it was my own issue with the "Choose Hotspot Then Interaction" / "Cycling Menu And Clicking Hotspot" / "Cursor Over Hotspot" mode.
The Interaction icons were crowded up in a way that I couldn't cli…
"Does your Menu Manager include a Subtitles menu with a SubsLineLabel element?"
Yes, and their text shows up in the Menu Manager test window. But if I walk up to an NPC in play mode, there's no text when I click an option on the Hotspot U…
I always generate them with "Create".
It does allow me to assign stuff, it's just the frequency and length of the error message that's concerning.
Thanks for looking into it!
Now I'm also getting a somewhat similar GUI error when trying to assign Look/Use Actions to Inventory items. Hasn't happened before:
NullReferenceException: Object reference not set to an instance of an objectUnityEngine.GUILayoutUtility.BeginLay…
I was trying to assign a prefab from the project window as the Object to hold. I assigned the character's hand bone as required -- the instantiation was supposed to be part of a conversation, so an ActionList node: I give her a book and it appears i…
It's the original AdvancedPlayer provided by you, but in my case it's heavy with new components: scripts from 3rd party packages. It's a local issue then, I'll try my best.
The previous "solution" above me didn't really solve the issue, I just thought it did. I suppose it's one of the many UFPS scripts that interfere.
It now seems that with a local UFPS AdvancedPlayer, I need to manually pre-rotate the prefa…
I made a build using the 3D demo, but with a dedicated Cutscene cursor. (In a new project, so that the environment is completely UFPS-free.)
And indeed, the system cursor doesn't show during the initial Cutscene.
But in my AC+UFPS project, the prob…
For that, I need to recreate my entire scene and ecosystem in a fresh project without UFPS. Maybe later.
In the meantime, only Hardware cursor seems to be the reliable fix?
Sure, here it goes:
https://imgur.com/FL37wph
(Image)
https://imgur.com/F56qjA3
https://imgur.com/yENNmMF
https://imgur.com/tKwXFgw
https://imgur.com/Ilyt5Uq
Thanks.
I'm building to Windows Standalone. Unity is also Win64 version.
I'm not sure if it happened in previous versions. But now it's conspicuous enough to note.
Sorry Chris, I actually tried to delete this post, but there seems to be no option for deletion on the forum. My bad: the anim name didn't match with the one in the controller.
Got it, it was pretty trivial: AC Motion Control was set to manual on my 'offending' Player. Setting it to Just Turning does the trick.
Again, thanks for the support!
I'm using AC's downloadable UFPS AdvancedPlayer.
UFPS 1.7.2.
I don't use Player: Switch, single player prefab only.
There are no error messages.
But the error occurs on one scene, and not on the other.
To make sure, I used OnStart Player: Constra…
Thanks Chris,
what I meant is that EndCutscene just jumps to a black screen without progressing to next scene.
No, I never preload the scenes. The Cutscene doesn't progress to the next (loading) scene with or without skipping with the button. (It e…
Chris, PlayerStart rotation still doesn't work on my end. Player always faces the door no matter how I rotate the PlayerStart prefab.
Using an UFPS Player, AC 1.62.3, Unity 2017.4.1.