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
(Image)
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…
Hi Chris
Thanks. I haven't tried it as it's only part of a solution in that it will ray cast but light of sight is more about checking that within an adjustable cone of vision (forward facing but I guess not always). I'll take a look though as I am…
No, sorry, I used integer incorrectly. Essentially I'm after being able to wait for a random period (really doesn't matter whether it's a float or int) and could do with passing a parameter to the wait action (or to pass a variable I guess).
Any chance you could add it to the roadmap?
Ultimately I want to wait a random period. The random float/integer is easy enough but clearly there's no easy way to pass that to the wait action.
Thanks Chris.
Perhaps have a tick box on the Action List for Switch Scene to just say "use loading scene" set to match the Scene Loading setting default.
Thanks Chris
(Image)
That's my Scene Loading settings. I'm also going to spend some time going through any OnSceneLoad type action lists in my main scene to see if they somehow are set to do something wonky.
Olly
It's OK. For some reason my Start() isn't being called so that MenuThing isn't being set. Not sure why it's not being triggered but have moved it to Awake().
Hmmm.
The action search for all instances returns 3 entries in the console. Two of them have saving set to "No Change" and one has it set to "Enabled".
Is it possible to find out which actionlist AC thinks is manually disabling…
Hi Chris. Thanks for the tip, already had that one covered. Turns out it was a duplicate gameobject from the issues around the NPCs not being instantiated. Removed it and it's all working.
Thanks