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Yes, and yeah it is set to pause.. here is a video to help explain the issue.
https://youtube.com/watch?v=3XT4Vswpzak
You can see that the hover sound works on start as I open up the menu everytime, It would be better if it worked only whe…
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thanks for the sctipt Chris, but I have more than one menu, would it work on all of them or do I have to define each one?
Wouldn't it be easier if we just edit the main script which navigates the menu and change the input to a custom one fr…
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My menu is AC, is there an alternative way than the event-system?
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I'm using AC menu, it's more convenient and easier.
When I open up the menu and I have items in my inventory, you can hear the hover sound immediately working..
One more thing.. I've set up a sound effect whenever I turn on the menu, I also set up a hover sound under the -InventoryBox-. However, the issue is that the hover sound always work when I turn the menu on (when there is an item in the inventory) wh…
I got something, I noticed that under -InventoryBox- the highlighted texture does not show on an empty slot.. there is only a sound but no texture.. is it possible to have the highlighted texture appear on them as well?
Also, can I manage to naviga…
Thanks @JackAnimated and @ChrisIceBox for the answers.
I've decided to use the active input to call the menu, I've set the menu to manual and everything is great. However, when I call the inventory using active input I can't go back from it, it rem…
No no what I'm trying to say is, there is only one place for one parameter in the "movement speed float" field right? So If I want to make the player walk Id have to make a transition between the "Idle" and "walk" anima…
AC version: latest
Unity version: 2019.2.14f1
The object does have constant ID with Retain in prefab. However, I just noticed that everything works fine for some reason. I don't know why, but I'll try to figure it out and come back with an update!
I tried playing with the sensitivity, it kinda made it a bit smoother, but still there is like a gab between each direction, for example its either 180, 90 or 30 degree, you can't go 35, 40, or 50 degree in-between.. I don't know if you get what i'm…
When I switched the "direct movement type" to "Tank controls" I can accurately turn the player towards any angle just like I wanted, but I don't want to use tank controls option..
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I disabled the root motion and turned off the animator,
I used only AC Player component to move the player, but the problem still remains. Therefore, I believe its not an animator issue since I turned it off completely.
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-3D
-I'm using Direct control
- I'm using controller
- AC version latest/Unity version 2019.1
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No
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That's the main problem I'm having, because as you said its not completely up or completely down but it's also not so accurate and as …
I tried to put an empty game object inside the player and named it "MyChildObject" but it didn't detect it, I also attached the "child" to the "neck bone" inside the player but same result, nothing happens..
I tried that as well but it gave me another error.
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using UnityEngine;using AC;public class Assign : MonoBehaviour{ private void Start () { GetComponent <GameCamera>().target = KickStarter.player.gameObject.Find ("…
I tried GameObject.Find and I got this error
'Player' does not contain a definition for 'GameObject' and no accessible extension method 'GameObject' accepting a first argument of type 'Player' could be found (are you missing a using directive or an…
I tried the script and it does work, but only to the first tier "children" but if I want to select for example the neck bone which is deeper inside the player it will not work. :(