I'm sure that once Chris sees how the characters are constructed he'll be able to come up with the optimum solution for how to get them animated
My solution (which almost certainly is not optimum) was to keep DT's Up, Down, Left and Right animation…
Hi Stefan
I guess you mean the Daniel Thomas packs?
I'm successfully using these in one of my own projects, but I ended up having to write a Custom Animation Controller in order to use them
You can find a discussion of some of the issues involved…
Soooo... I went back to that other project, and changed all the Hotspot scene changers to use your Marker Shift doodab, and... it works perfectly
From a player's perspective it makes for a much more natural feeling transition, tbecause the characte…
Of course! Reposition the Marker!
Now, why didn't I think of that myself? (Well, that's why you're the professional and I'm just the Sunday afternoon nurdler, I guess...)
If I decide to go back to using Hotspots instead of Triggers for scene chang…
As a small p.s. after playing around with the options for another hour or so, I can't make the Trigger/Hotspot combination work reliably enough for my purposes, so I'm abandoning it, and going back to just using Triggers. I'll figure out some other …
Thanks Chris
Neither of those options does quite everything I was hoping to achieve (that the Player walks to where he had actually clicked on the screen, and then the screen changes), but it's close enough, and both options do at least allow me to…
@chaosmonger no problem, I often keep a watch on posts here if they seem to be relevant to stuff I'm doing, or trying to do, at the time
@ZcheK yeah, combining Triggers and Hotspots was one of the things I've already tried, but as you say it doesn'…
This straightforward interaction method is the one I personally favour, and it can be easily achieved in AC, as follows:
1) AC Game Editor/Settings/Interface Settings/Interaction Method: Context Sensitive
2) AC Game Editor/Cursor - ensure that you…
Hi Chris
Since upgrading to AC 1.66.4 (Unity 2018.2.18f1) all my dialogues have lost the final letter when displaying speech
To replicate: Load up the 2d demo, and set "Scroll Speech Text" to true in the Speech Manager
(Note that most o…
"Added: Ability for Draggable and PickUp objects to rely on an Interactive Boundary that the Player must be within for them to be interactive"
awesome, thanks for that Chris, i'm sure i only enquired about it a day or so ago!
I don't think it would be THAT difficult to write, but if Chris doesn't think it's a feature worth implementing in AC itself, then I'll probably just stick to the Toggle method that I'm already using to handle this kind of situation
As Chris says, …
Being able to remember ActionList parameters in the way you've described sounds like it might be a pretty neat feature to have, although presumably it could only work for in-scene ActionLists? (The above example is an asset-based ActionList)
I'm no…
thanks for that chris
i've already implemented a really simple (so simple i'd be ashamed to share it) function to dip the FP camera when the Player's "Crouch" animation is playing (rather than checking for input), but I'll definitely have…
@ChrisIceBox
What I've implemented does a bit more than what @zebbi is asking for, so it's a little more flexible, but at the same time it isn't quite as elegant as the straightforward "Play first time only"
Anyhoo, what I've done is to …
yeah, this is another thing i'd add my vote to, except that i'd suggest that maybe it could go further than just dialogue
i've actually implemented my own little system to handle this kind of thing - where you only want something (usually, but not …
A bit late to the party I know, but could I add a belated vote for built in First Person crouching too please? I'll probably try and hack something together myself, because I've got no requirement for it to be super realistic, just that the camera d…
Awesome update, as always. One thing I've always liked about AC is how it continually keeps moving forwards while still maintining its tight focus
I'm particularly grateful for the change to the way character direction facing is now handled, as it …
thanks chris. charState was the thing i was searching for but couldn't find
if i get a spare moment i'll definitely have a look at your suggestion of moving all the animations onto a single controller, as it would certainly be a cleaner approach th…