When using the "Footstep sounds" component, how should I call the PlayFootstep function? Can it be called in a custom script? I prefer the footstep only plays when the walking animation is playing.
I tried to make a Public FootstepSounds …
I set the animation engine to Custom, but then I didn't put the script name into the Players' inspector. Instead I attached script to the Player game object. I did this because the animation played is not only controlled by the input, but also depen…
Yes my input method is set to Keyboard Or Controller?
I also checked the Auto-select first visible Element? option.
If I set the icon animation to always animate, the animation can be played in the menu. But otherwise no animation is played.
Then b…
Thank you for the script. But before I am able to test the script, I run into the problem of not being able to navigate the Unity Prefab conversation menu.
I run into a similar problem before for the Inventory Menu before, and solved it by making t…
Good news, I done it by comparing the player's velocity vector with the input axes vector. If they are in the opposite direction I set the Movement Method to None, and also set the charState to Decelerate. It works as I desire :)
I mean if it is just up-down and left-right it is easy, but is it possible to do that for diagonal / arbitrary motion? I tried setting the player.charState = CharState.Decelerate; but it seems to have no effect. Is it because arrow key still dominat…
Is it possible to implement such effect in a top-down game that the player can move up-down and left-right? Is there a way to make the Deceleration happens when the movement direction changes? As the Deceleration has effect when the player is stoppi…
1) Thanks in advance
2) When I was trying to write my script, I too realized it is difficult to decide what is the desired effects of using Track freedom together with the other 2 settings. I will leave use only the Target direction factor for now.…
1) A good news is so far I haven't encounter any problem for using Turn root object in 3D space? and Move with Rigidbody 2D? together though.
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2) Actually I just found the Track freedom value is useful when only being used alone.
But…
Actually I wish to achieve something like in this video:
https://imgur.com/a/T190h35
When I press the direction button opposite to the traveling direction (e.g. at about 1:00 second or at the 0:06 timestamp), the sheep would not immediately travel …
Sorry I just realized it is because the gravity value of the input axis set to too low, so the axis input takes long to decrease to 0 after the key is released. Now it is solved. The deceleration value works without problem.
Hi Chris, thank you for the v.1.63.0 update. Can I now use MenuDialogList to retrieve the Conversation data? Can you please show me an example of how to correctly do it?
Finally managed to solve it! The issue is really in the script (as you hinted in the PM):
I used a script of sizeDelta to resize of the subtitle text background according to the dummy text size. The sizeDelta part always works but it somehow puts t…
When a dialog pops up, it shows:
Assigning speech: AC.SpeechUnityEngine.Debug:LogWarning(Object)AC.Menu:SetSpeech(Speech) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs:2715)AC.PlayerMenus:AssignSpeechToMenu(Speech) (at Assets/Advent…
Yep, I previously got the error without the duplicate-line option. The error is:
NullReferenceException: Object reference not set to an instance of an objectUpdateDummyText.OnEnable () (at Assets/Ricky/Prefabs/CustomUI/CustomSubtitles/UpdateDummyTe…
I found when using "Duplicate for each line?", there is not NullPointException. But the problem is the Dummy Text cannot get the subtitle text, and thus cannot set the Panel (for the subtitle background) to the correct size.
The 2 Debug.L…