Ok, I think I've found the issue. Hotspot won't show up if I have NPC component present. If I delete NPC component then hotspot shows up. Is this a bug?
Here's images for the Prefab Inspector (I did have a Box Collider component as well, but made no difference.)
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On a side note dragging a brand new sprite into the scene, then dragging it to Resources folder to make a prefab, then…
So for whatever reason today dragging a newly created hotspot into the Prefab in scene works.
The component hotspot is still not showing up of course and the collider of the same object is a Character Controller (thats a collider too right?).
Yes I wasn't very clear.
I can currently set parameter y to hold variable x.
Is in it possible to pass variable x from parameter y to parameter z so that parameter z then holds variable x and any changes made to parameter z affect the original va…
Could it be possible to pass whichever variable is linked in a parameter to another parameter?
or in this situation is it better to copy the parameter value to a new variable, then after changes copy it back to that same parameter and so to the lin…
More on this.
An example in an Asset List;
When using Action List: Set Parameter and setting [param:2] to [param:3], I notice that the node states New Value is: Copied From Parameter.
Does this mean that later on that a node with a formula [paramv…
I set the Pivot Point on the Sprite to Bottom but he still bounces.
Using Character Controller instead of Rigid Body works well though. However, having Retro Style Movement ticked now seems to make the NPC jitter when turning at the Node.
Is there…
When he his moving between nodes. It's not constant but he does bounce multiple times as he approaches the second Node. It is something to do with his rigidbody or collider reacting to the floor (I think). The floor is horizontal and a flat cube and…
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Have the same bouncing NPC issue. I see Rigidbody Velocity under the Info section on the Rigidbody Compnent but it is greyed out. Where can I set it?
In each of the ActionLists which change each of the global variables to True, run another Action at the end to check if the other 2 variables are also True. If they are True, then run a final Action of ActionList: Run and choose the Cutscene to run.
Ok, we're getting somewhere then. So In order for Move Backwards to work I have to add another Direction on the same node pointing the way back in the Spin angle. Move Backwards now responds, however it exibits the same behaviour as Move Forwards: t…
I'm not sure at this point if we are misunderstanding each other completely. What you are suggesting sounds the opposite of what i want. Maybe I am misunderstanding?
I want them to face away from Node A when they get to Node B (as they currently ar…
Yes it is. So when the NPC arrives at Node B (from Node A) they stop, facing away from Node A.
-On triggering Move Forward, they turn 180 and move toward Node A.
OR
-On triggering Move Backward, nothing happens.
I want the NPC to go in reverse o…
After triggering said Forward Movement and whilst still in-game the Movement Node Inspector looks like this:
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Is it relevant that only the forward button is available?