i'm not sure whether it's possible to move a navmesh around, but one possibility would be to move the shaft, rather than the elevator (i.e. the elevator stays fixed in position with the player on it, and the shaft moves up around them). that might w…
I'm sure there's probably a better way, but this works for me. Just add it to the Player Prefab's top level GameObject as a script called SetPlayerSortingMap, and then set "Sorting Map On" True, or False, in the Prefab's Inspector, as appr…
Chris will no doubt confirm, but AC's License is "Extension Asset", which means "One license required for each individual user", so for two individual users you should buy two copies
It's on special offer at present, at half pri…
i used Unity's first person controller a LOT when i first started using Unity, and it's really pretty good, as far as it goes. i think i had to write my own crouch script, but it's got everything else
if you wanted that body awareness thing though …
I don't know about the latest incarnation, but I had the previous version (now deprecated), and, well, yanno... it's a First Person Shooter system. Great for running around shooting up stuff with loads of different weapons, body awareness (or whatev…
Yeah, as @fildagame mentioned, and as I'm sure Chris will reiterate, AC is designed for traditional adventure games rather than action/combat games
However, AC's architecture is flexible enough to accommodate various different styles of gameplay, a…
Try something like:
foreach (GameObject myObj in GameObject.FindGameObjectsWithTag(myTag)) { Hotspot hotspot = myObj.GetComponent<Hotspot>(); if (hotspot) { hotspot.TurnOn(); } }
that should do t…
A few hours might be a tad optimistic. Like most languages (and I go back to the days of COBOL and FORTRAN and beyond) (and sometimes still think in those languages too, alas) it doesn't take long to learn the syntax, but that's a whole different ba…
Yeah, I guess most of us can relate to that. I've bought quite a few kits from the Asset Store over the years, as well as making my own (workable, but not very professional) Game Template. I've also started a load of Projects using the various tools…
I think you'll find that's expected (although, disconcerting). The important factor is that there is a Constant Id
You'll find the same thing occurs in in ActionLists too, where fields disappear, but as long as there's a ConstantId then AC is able …
I've been doing some thinking (something I should do a lot MORE of), and clearly the Paths Component must be used by Actors for, um... path-finding. Now, in my current project I'm only planning on having them mindlessly following the Scene Path, so …
The rounding issue is a common problem with floats, or float-based variables like Vectors
You might want to try the Unity function Mathf.Approximately
It compares two floats and returns true if they're approximately equal. It can't be used to comp…
A bit late to the party here, but just a quick thanks to @ChrisIceBox and @MoCohen for this thread, because it enabled me to quickly implement a similar feature in my own current project
As the information is all a bit scattered (and some of it no …
Thanks for the feedback Chris, it's much appreciated
Following your suggestion I'll continue researching the possibility of dynamically generating the portraits at runtime (it would be a useful technique to know even if I don't happen to use it thi…
The simplest (although not the only) way would probably be to set up a Global Variable called something like PlayerExitsFromRoom, defined as an Integer. Set it to 0 in the ActionList that runs when the Player exits via the Door, and set it to 1 when…
I don't have experience using actual photographs, but I too lack the skills to create hand-drawn graphics, so I rely on pre-rendered photorealistic scenes (created in Daz Studio) for my backgrounds, and the challenges are fairly similar
The most ob…