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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. :(
Unity: 2019.1
AC: latest
My movement method is: Direct
I used adventure creator 3d demo to show the problem as it happens in any scene with the direct movement.
If you want to reproduce the issue just change the movement method from point and clic…
I tried amending the script but its too difficult for me to understand it. However, no matter how much I tried, AC is still taking full control of the turning. Isn't there any other way to simply not let AC control the turning while still using the …
Well, my character has an animation and when that animation finish.. I want it to check a specific variable, and I can't do that so I figured I would use a trigger inside the player to check everytime the animation finish by turning it on and off.. …
The trigger is a child of the player and its an adventure creator trigger. I forgot to mention that the trigger is set to "Asset file"
To recreate the issue, take Tin Pot and create an AC trigger. Make it a child of Tin Pot then set the t…
@ChrisIceBox Thank you so much !The issue indeed was just to Set the When running field of your Active Input's ActionList to Run In Background, and it worked like a charm. Thanks again!! :)
@ChrisIceBox, I figured out what the issue is, but I couldn't fix it.
Here is what I found:
I'm using -Active input editor- to open the inventory menu via button press, and to add wait time + fade + other stuff, and everytime I open the menu with t…