And obviously if I press Escape, the Load Menu element for example should go back to the MainMenu and when I press Escape again, the MainMenu should close and go back to the Scene that I showed on top, which is InGame. The First problem is that when…
Ok, Step by Step, with Screenshots:
This is my Game inGame(not that it matters but just to demonstrate the problem)
(Image)
Now, I want to switch to the Menu, so I press Esc, I need a different Scene, because I want to have animated water in the …
So the state of the objects should be automatically saved when switching to another scene? At first I thought I needed to put a lot of bools in OnLoad but that would be strange because the game already saves and loads well. The Inventory and the pla…
Oh really? I thought it was how AC worked. I thought when I read about Switching players mid Game with the example of Day of the Tentacle it automatically not only stores the player inventory and position, but also the state of the objects in the sc…
Another problem, I see just now, is that it doesnt remember the transforms when I go back to the scene. The player position is remembered, yes, but the rest isn't there anymore, like it goes back to the first state of the Remember Scripts of all obj…
Hi Chris @ChrisIceBox, that did the trick! The only problem that is left is when I am in my Main menu (called Pause) and I go to Save or Load etc, the level goes back again to where I was instead of staying in the "Pause menu player". How …
That sounds good, but I cant find that setting. I looked in the player script and in settings, but its not there as far as I can see. (I am using Direct indeed with Mecanim)
Yes, I tried but nothing seems to work: I tried to change the rigidbody settings and all physics settings, my character still is walking on the collider when the speed is greater than 3, and I dont have any custom scripts for this so....I dont know …
Hi Chris, that unfortunately doesnt solve it. My character has a normal capsule collider and just doesnt seem to be able to distinquise the gravity correctly when in a squared collision, nothing wrong in my settings. So I use onCollisionEnter and I …