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Rairun

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Rairun
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  • No worries! I just thought this would be useful for other people to know. I'd suggest adding it as a note to the "check visibility" section of the manual, it might save someone time.
  • I think I'd tackle this differently. I'd use the same player prefab, but I'd attach a script to it that swapped the animator controller for one with new animations if a global variable changed. Kind of like this: using UnityEngine;public class Swap…
  • Ah, my mistake! I was under the impression the Pause Gameplay option was just for when you wanted the actionlist to pause gameplay while it ran, and that it wouldn't make a difference if the game was already paused by a menu. I get it now. Thanks!
  • That's likely because the anchor is set to the middle of the UI object. Move the anchor to the centre bottom and, if necessary, you can also assign a per-character speech menu replacement child under their Player/NPC component.
  • I haven't come across this issue yet, but I think it may have something to do with the fact that AC uses the main language (in this case, English) as a "fallback" language - meaning that when the Portuguese column in the database has an em…
  • I'll give the A* implementation another try, but I tried it a while ago and for some reason the performance was worse? But mainly, I felt the character movement felt less natural than the default. My animations just didn't look right. But you're ri…
  • ^ I fixed the one problematic scene (character evasion was on by accident), but I think this would still be nice to have in scenes with lots of characters.
  • Yes, that's what I gathered! As you said, when dealing with audio, it's best to just let a cutscene initialise everything with the Sound: Play action (or Fade In). As well as avoiding the early loading of audio before AC has initialised, those actio…
  • (Chris has provided a fix for this.) I have another question: for some reason I haven't yet identified, one of my scenes gets really choppy when an NPC pathfinds. The navmesh is fairly simple, so I'm not sure what is causing it. All I know is that …
  • After fiddling with this a bunch, I've realised I'd avoided these issues so far by leaving the audio sources off and then fading them in whenever I entered the scene (then the relative volume was taken into account correctly). The issue only became…
  • I figured out more details. It turns out I'd never seen this behaviour before because my Pathfinding update time used to be 0. I only increased it recently because I needed the player to chase after moving NPCs they interacted with. I initially se…
  • As a workaround, I'm currently bruteforcing this by setting a "Change volume" action in the scene's OnStart actionlist, but this renders the Remember component useless. Something I've also noticed (though it is less of an issue) is that e…
  • Right, so I created an entirely new audio source, assigned an AudioClip to it and checked "play on awake". There's no mixer group or any logic affecting this audio source. Then I added a Sound component to it, selected "Music" a…
  • Hm, never mind! I thought I got it working by unchecking "play while game paused?", but now even when I uncheck it, this doesn't seem to be working when switching scenes (if I enter Play Mode directly into the scene, it still works fine). …
  • They are simply not reaching the intended destination. If you click elsewhere, they move as normal. That little "0" under the player when I show the scene view is the path node that refuses to clear. After clicking to walk somewhere, if I…
  • Perfect! Just tested this. Thank you.
  • I've just tested this change, and I think there's a small glitch in the process. Using the "Walk to" hotspot option and a non-zero pathfind update time, the player will correctly pathfind to the hotspot child of the moving NPC. You can se…
  • Not exactly the same situation, but I've had good luck emulating a "push" (in my case it was an action to row a boat) using "Object: Transform" with a custom curve and "Object: Animate" at the same time. It looks cool. …
  • Ah, right, I get what you mean now. An event hook sounds like a good idea! So through this hook we could run a script that checked whether the path destination was still the same as the hotspot's location every 0.5s (or whatever value worked best),…
  • Hm, I've done this, and it doesn't work. From what I can see, point-and-click character movement works by producing a path via the Paths component attached to the player. It looks like the same happens when you interact with a hotspot: AC checks the…
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