(I am sorry for my late response, couldnt post earlier :( ) If you have questions, please ask! I think I missinterpreted your question at first, because now I see you want really both options (This still should be fairly easy though, thankfully).
Hi, in my game I control the player with the Direct controls but for the hotspots I use the mouse and the navmesh. What you probably want is both if I understand correctly. In that case you should set the controls to direct in AC. What you can do is…
Wow @ChrisIceBox, solved again! So I made a remember Rigidbody script on your instructions (the instructions on the site) and that was the solution. You really have an answer on any difficulty with AC Chris. I cant believe my eyes, thank you so much…
Just to confirm: when I load the 2 different savegames from start, the object is in the right place. But when I play the game from start, save it, shoot the turret, and make another savegame and load savegame 1, the turret is for 2 frames using gra…
Ok, the turret has a parent. When the turret dies, the parent is disabled and the object falls on the ground. I let the object fall by gravity, so at first the Rigidbody of the turret (the parent) is set to kinematic, but when it falls, it is set to…
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I would like to share some screenshots but it asks for a link and I dont know how that works. Anyway, here is the code that I use for the gravity handling:
public void SetGrav(){
rb.isKinematic = true; rb.useGravity = false;
}
public voi…
@ChrisIceBox I cant make OnLoad to work, and I have worked now on this since yesterday. I shoot a turret, turret falls on the ground, I load the game and it is still there. I made a variable to check and a cutscene to run and the variable moment is …
Ok, its going better now. The object had a child but it hadnt have a constant ID and remember Transform script, after putting them there it worked. One thing: before I shoot the turret, I save the game, after the turret falls on the ground, I make a…
Update: Sorry, it wasnt a bug, my bad, I panicked badly, I placed a big cube without a meshrenderer that was placed on the default layer instead of the ignore raycast that blocked the Camera from looking. I feel stupid, sorry again /:
Its not a problem anymore Chris, I solved it two days ago, my problem was that my scripts needed to be in the Unity assets folder and not in my own. @ChrisIceBox. :) (it was not a manager problem but my scripts that couldnt be loaded after I build m…
@ChrisIceBox Solved again! Thanks to your awesome tutorial about loading and saving. Only thing what I had to do OnLoad was: Check liftvariable, if its false, play a cutscene with change scene setting: default nav mesh. I am very happy :) And sorry …