Ok, I see, Chris – thank you.
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No, they don't get reset, not unless the app itself is deleted.
Actually this is about releasing additional chapters to a game after its initial release (as you might have guessed) and I am looking for a way t…
Essentially I think, I just would have to prevent the prefab from being added at runtime by putting it into each scene as a child to the Draggable beforehand (with the same Constant ID in each scene) like it works with a First Person Player prefab, …
I forgot to post this part of the message:
Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.
UnityEngine.Transform:set_parent(Transform)AC.ActionParent:Run() (at Assets/AdventureCreator/Scripts/Acti…
Oh, and I forgot:
* "Variable: Check Integer/Float" -> VAR A is AT LEAST / AT THE MOST [enter value/parameter here] more/less than VAR B in one single action.
Great, this is working now, too – thanks, Chris!
There is one final issue I cannot seem to solve: as you can see from the top-down, * we have a simple square room;
* the green markers show the eight positions the player can reach;
* clicking on one…
Success!
Adding a Moveable Component to the FP and using two Object: Transforms (translate + rotate, move player?: checked) simultaneously does the trick (and looks beautiful, too).
Which brings me to a new question: is there an easy way to replace…
Thanks Chris – that makes sense!
Actually, the character is not constrained to one cylinder; there are more and they are connected via pathways / corridors, but inside each cylinder there are exactly eight spots only where the player can move toward…
Thanks, Chris – cool, I wasn't aware of the option to override my prefab player … superb!
As regards the first issue, I probably should have been more precise, sorry.Yes, the Character: Face object action is part of my action list, too, but what I a…
I actually got the hinge track variation working, too – it's just awkward to have the meshes in a completely wrong orientation in the editor.
The door will appear wrong again, but when we play the scene, it will be correct.
It makes scene creation s…