Messing with the accuracy slider didn't produce the intended results (and would cause other issues as I pointed out), but I found a very easy way to get the behaviour I want. By modifying this line (there are two of them, but so far I've only modifi…
Chris, I found where the issue is. It's not the line you pointed out above, but a block of code similar to it:
bool run; if (KickStarter.settingsManager.singleTapStraight && KickStarter.settingsManager…
This isn't a bug report or request for help, just an observation: it does seem that AC 1.77.0 introduced changes in the order that things happen that I haven't fully understood yet. The actions we fixed earlier in this thread were an example of this…
Ahh, right, I wasn't! And I'm sure I'm doing something stupid, but is this not supposed to work? I've commented out the original lines and replaced them with the sound component lines. Now the clips are not being played at all. Am I supposed to use …
Another observation: it's easy to tell the player is not pathfinding when the update time is 0 because the player will not respect the navmesh unless "auto stick to navmesh?" is checked. But when it's checked, it works very well!
And fina…
Chris, I think the issue is that this is wrong:
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This is only true when the update time is higher than 0. When the update time is 0, the player is definitely not pathfinding. Remember the script I described above that I use to keep the marke…
Hi Chris, I've just tested this in the latest 1.77.1 release, and it seems that if the update time is 0, the player will still always run once the cursor has gone beyond the threshold, even if you move the cursor back within the threshold.
Sorry for the delay checking this out. I spoke to Tony, and before you had included the null-reference checks, he said that if I added the remember component to AC's Persistent Engine prefab instead of the DS Dialogue Manager in the scene, it would …
Hm, that would work for a build, but would be a nightmare for making the game. I'll take it to the DS forums and see what Tony suggests.
While I wait for him, question: I see the console error says "Your script should either check if it is nul…
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1.76.4
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This worked! Thanks. I was chaining this with another custom action that was also set to consume a frame before ending. It seems that a single action that consumes a frame before ending doesn't currently cause problems, but t…
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The issue is that if you use a high pathfinding update time (say, higher than 0.4s) with 'straight to cursor' movement, player control starts feeling very sluggish. The character will take quite a long time to change directions, etc. It just…
Also, is there a built-in check to know whether the 'straight to cursor' movement is engaged at the moment? If the above can be done, I'm thinking about using it in addition to point & click movement, but there's a little issue where I need the …
Just a quick update: I've tried this again after rolling back the two Perform2DRaycast functions in AC's UnityVersionHandler, and if you have "auto stick to navmesh checked?", then there are no issues with the player keeping to the navmesh…
Thanks! I'll play with the accuracy slider. Something that isn't clear to me though is how the main pathfinding accuracy setting interacts with the one in the navmesh itself. What is the one in the navmesh supposed to do that the main one doesn't?
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Update: the issue isn't just "keep out of player's way", and I figured out the reason.
I noticed that some "Character>Move to point>Pathfind? (Checked)" actions were no longer respecting the navmesh (the character would si…
I've also just managed to make the character run out of the navmesh with 'straight to cursor' movement (very easy to do if you have a peninsula-like shape sticking out of the navmesh), so I've decided that while this would be a nice thing to have to…
Oh, interesting, the above observation is only true if the player's pathfinding update frequency is set to 0. There's some confusing behaviour here because if the update frequency is 0, then the 'straight to cursor' movement is really snappy (i.e. i…