Or if there is no solution, can scripting be used as the last resort to control that:
When the conversation option is selected, and if the conversation option's Animated option is true, that conversation option will switch Always Animate to true? An…
I got it, thanks a lot. But bad news, even I imported your package in a clean new project, with the latest AC downloaded & imported, the Bird icon still not animated.
I suspect it is due to some Unity settings? I am using Windows 10, Unity Plu…
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.
I realized a problem now, the horizontal movement would be lagged and jiggled if using both the Move with …
Unfortunately it still doesn't anime in my case, even I chose "during conversation". My custom UI structure is like this:
(Image)
Maybe because my structure is wrong? Otherwise, could you please give me a working minimalistic simple exam…
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?