On further testing it made new problems, namely regarding scene switching. The camera would stop smoothly following the player, or switch to a new camera when moving directly.
before you sent your snippet, we used this bit of code to fix it, and it…
here's a really straight forward use case. In this instance I have a ladder that connects the main area with this isolated area. (both are the same navmesh, the bottom one is the original poly 2d collider segment, and the isolated section is a seper…
I did run into another problem. I frequently make scenes with 3-4 locations in it, and each location has its own navmesh. (a single navmesh with multiple 2d poly colliders on it)
It apppears that direct movement wtih autostick to navmesh makes the…
Nevermind! I found the answer after searching the forums! Took me a bit of digging as I kept finding older threads on the subject, the involved some complicated colliders/rigidbody2d/circle colliders updates. But, then I stumbled on a newer thread a…
since Ive been building for point and click, how do I get the player character to respect the point and click navmesh? right now I can walk the player everywhere and they walk through navmeshes.
I see, so, if the text is written in the actionlist itself (for example, I create a node, select our custom "system message script" and in the parameter type out what the message is). I need to add some code to our system message script to…
Ohh, I understand that would explain what I was seeing! I can live with that.
How about the drop down menu in the v sync options? the one that comes with the graphic options package from the downloads section. I see when the vsync dropdown object …
Small update: I figured out one way, to just create blank labels in AC's menu settings and assigned the text. so that solves the instantiated text problem, at least.
Still no clue how to the drop down vsync text
And one more note, if I apply it to a texture, and dont play it with AC, just run it with unity's player, it works normally. I just cant pause it with the game.
small update; by increasing the grid size to be very tiny 0.03 I was able to minimize the stuttered walking effect to an almost acceptable level. but every now and then she does still flicker the wrong direction as she backtracks for 1 frame or two …
Setting it to only during gameplay made it not detect when it entered since the "pushing the barrel" animation was a cutscene. And I didnt see anyway to disable a trigger with actionlist, only disabling hotspots seemed like it was an optio…
The trigger settings.
https://imgur.com/a/niSqtDA
video of it in action
https://www.youtube.com/watch?v=IixYWS6SKTI
It looks like it re-triggers all the on-enter effects
AC version 1.76.3
unity 2021.3.20f
EDIT: It was because my navmesh was too large.
It had too many points on it thus, must have caused too much processing. I fixed by breaking it up into smaller navmeshes.
It's 2d, point and click. (though I was thinking of adding the option to use WASD to move as well)
we don't have it implemented yet, but I do have a sketch of the basic idea. It's a bunch of boxes the player has to push in a way that they can get t…