Chris, I'm so sorry. I think this was me.
For some reason I had multiple Footstep controllers within my player prefab. My debugs were flagging up the right info, but on the wrong components.
I've removed the errant components and it appears to wor…
Not really. What seems to happen then is that audioSource is then never set on line 87, leaving it Null. This means that the null check on line 89 triggers, but can't assign an audiosource to audioSource as there isn't an Audio Source component on t…
I can confirm it is set to Clicking Menu
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Perhaps a feature request for v2 might be to have a "Capture Settings" button on the game editor that could screenshot all the tabs in one go, or dump them to some format that we could pa…
Cursor is set to locked at start. I unlocked it just to take the screenshot to click the button (system mouse won't move out of the editor window unless it's unlocked).
AC version is 1.82.1
Unity is 2022.3.55f1 (should really upgrade now)
Same thi…
Thanks Chris.
Here's a video of my settings SO.
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To clarify, I do try clicking the hotspot to show the icons, but they don't show. I only see the Use icon that shows that it has a hotspot. This is my "standard" approach that I'v…
Hi Chris
Good point above, I did have a script catching Enter and running the actionlist, causing it to restart. I've turned that off, but the skipping still doesn't.
https://i.imgur.com/4XaVbOg.mp4
This video shows me running the actionlist manu…
Here's what happens
https://i.imgur.com/jEaHEbM.mp4
The actionlist is on the right of the screen. It's set to pause gameplay and is skippable. The same thing happens whether it's skippable or not, and whether I use SkipSpeech or not in the Input M…
Hi Chris.
I have this code in a script on an NPC character. The character moves through sprite anim and in all other senses appears to move around the same as the player, albeit on a path rather than via direct movement.
void OnEnable() …
In the end the only way I could make this work was to have two surfaces, one on the ground floor, and one on the roof. I then have an actionlist which triggers a variable change, which then forces the ground floor navmesh to turn off, and the roofg …
Hi Chris
I've just tried a trigger under the roof, but that doesn't work I'm afraid. Same issue. Clicking on the roof area doesn't show a click marker and the player wanders around as though he's lost.
I've also tried changing the Agent height in …
I've seen another forum post here with similar issues but alas the poster never said how he resolved it.
All the objects in my case are on the navmesh layer. The navmesh appears in scene view, as in the screenshot.
I can put a marker on the r…
Hi Chris
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This is my action list. There are two hotspots. Standard for my doors. One is around the closed door, the other is enabled when the door opens and allows for a movement action to move the player through the door to the next scene…