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Maramas

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Maramas
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  • Yeh... Turned out to be the raycast length... ended up bumping it up slightly to compensate for the new camera being in a fixed pos and they detect now... One final question on this however. When I call a fade in via actionlist after the camera swit…
  • Just another note on this issue - I've attached a hotspot detector and big trigger box to the "main Camera" prefab so that the active camera always has the ability to detect hotspots but again, after the transition it just won't detect on …
  • Actually, Still having an issue with this... it switches to the new camera now but fails to detect the hotspots with the cursor? Is the switch from First Person causing this? Or is going from 3D to a flat 2D camera with the same scene not supported?
  • Hey Chris,  Sorry about not getting back to you sooner.  So I still had issues with the camera switch messing about with the main camera prefab etc... swapped out my custom player for tinpot and it worked fine... so I'm guessing I cocked up the setu…
  • So I checked on the camera that I want to switch to, it's enabled in the inspector, disables when I click play as expected with the First Person Camera active however when clicking the convo options it fails to enable at all so I assume it's not swi…
  • AC Ver 1.51b Unity Ver 5.3.4f1  I want it to remain in normal gameplay as the player will be able to click hotspots on the close ups (not sure if these will work or not but we'll cross that bridge when we get there.)  Currently it doesn't appear to …
  • Chris - Thank you, I should be able to get this working now :) 
  • Hey Chris, Thanks for the reply. Just to clarify a few things - I've tried Mouse and Keyboard but I want to bind LMB to another action and with input set to Mouse & Keyboard both pressing E and clicking share the same result... I'll have a look …
  • Ok... apoologies for bumping a long dead thread however I'm having a few issues with this again and it seemed better to come back here than post another thread. Everything is still as above, Speech/Subtitle skipping is enabled and it works fine on m…
  • Added the HotSpot script to NPC.. same issue :( but the hotspot is less...float-y as a result...
  • Hi Chris, Gravity is disabled so sadly not the cause.  http://imgur.com/a/9MlHa Images in the above link should explain it a bit better
  • Never noticed the patch, all is well again. Cheers :D
  • Nah the "is trigger" seems to make no difference... ideally I'd like him to not have a collider at all which is how I've set it up now so that the NPC just walks to certain points triggered by simple variables rather than following the pla…
  • Thanks Chris, I had it selected but for some reason it wouldn't seem to trigger... Saved project and reset Unity and it started behaving itself...
  • OK, So as I appear to have fixed it...partly! The problem now is that if the player and NPC touch the collider knocks the player of the NavMesh ! Is there ANY way of confining both player and NPC to the X-Axis only? 
  • I have the same issue, adding a constraint and frees the camera and it becomes a case of messing about with the numbers to get it to behave properly... not ideal but an easy enough work around.
  • Thanks Chris, I'm using the polygon collider for pathfinding and the NavMesh 2D option from the settings option... It's not a major issue as I can work around it...altho it does leave the scene looking a tad messy... way points in the sky etc...
  • Thanks Chris, in the end I fixed it by adding in the Idle_U etc animations and having them contain a blank frame... pretty dirty work around but it is fixed... It does however bring me to the next problem that I can't find any info on... The game I…
  • Yep, went back over this and I'm having the same issue, no animations play and the console throws a GotoState not found error...  Animator.GotoState: State could not be foundUnityEngine.Animator:Play(String, Int32)AnimEngine_SpritesUnity:PlayStandar…
  • Guran, thanks... I'll have another go over it and see if I'm just being a bit derpy....
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