Thanks, Chris ;)
It brought up an error at first. "SelectedItem" part of code didn't like the capital "S" so I changed it to "selectedItem" and it works now exactly how I wanted it to;)
(it's probably because I'm still …
The combining is fine. All I need is what I'd call "InteractionC" to work. Tried to make it myself, but I just couldn't figure out how to make different button run AC action. A simple variable change back and forth would do the trick - as …
Thanks armaan ;) Yeah, I do everything myself except character animations (I make some of them but mostly they're done by a freelance artist who also worked with me on Downfall 2016).
I'm pretty sure it's about the correct rotation of the mirror. I have the same kind of mirror in my game using Hedgefield's method and (after rotating it for a long time ;) ) I managed to have it reflect same way as player is facing.
I can't rememb…
I've found a workaround for now. I made another object that's a ready-made pile of bricks in a knocked down position and I make the one with rigidbody invisible when leaving room and one without becoming visible. Also added to *on load cutscene to s…
One advice from me (as I had similar problem, just failed to think about it beforehand like you did ;) ) - when you import sprites UNCHECK generate mip-maps option.
Thanks, Chris! ;) That would be very helpful!
@mjbcfc
I'm sure there are more people like us quietly lurking and learning from threads like this ;) I know that whenever I get stuck Ithe first thing I do is search through here.
Thanks for the advice! I wanted to map the axis really badly, still do, but I couldn't figure out for the life of me what to put in the input settings. I'd tried with Horizontal/ X axis but now that you mention Cursor Horizontal, I believe that's so…
Solved it myself by adding another action list running in the background (input: check axis/horizontal/less than 0) and waiting for a few seconds before triggering everything that QTE should trigger on completion. Sorry to have bothered you! ;)
I've replaced the Animator controller (just the few basic animations for now but adding the rest is a simple matter of drag and drop) and yeah, it fixed it ;)
Thanks for the suggestion Alverik!
Funnily enough, the error only showed up after updati…
EDIT: So far updated to new version of Unity. Haven't made a build yet but some new warnings showed up (Lorelai_Main is the player prefab):
The Animator Controller (LorelaiAltController) you have used is not valid. Animations will not play
UnityEng…
I think I'm using the same footstep script in my game. In scenes I want footsteps to be different I drop the player prefab in the scene, place different footstep sound effects in the slots and NOT click apply. So within that one scene the footsteps …
Yeah, it's happening only in the build version. Animator in editor shows correct animations playing, though.
I haven't made a build for 2-3 months. Before it worked fine. I don't think I did anything different in the meantime. If anything, I learne…
1. Indeed I am, in a lot of scenes in fact, I spawn my prefab in there somewere on the side, to check on the animations and such. So, if I understand you correctly, if I don't do that for the first scene, it will then stick for the rest of the game?…
For anyone else working on a 2D direct control game like mine, searching this forum for help with this particular problem, here's a very useful method of stopping the Sprites Unity animated character without collision cubes:
-use a trigger instead…
No, I just import a bunch of numbered sprites. But I do have the generate mip maps option ticked, filter set to bilinear. I don't know if that matters at all... ;)
Okay - starting game with that new test scene, then using a hotspot to switch scene to the original starting scene the glitch is gone. I don't know why, and I have no idea what's been causing it... but the main thing is the problem is fixed ;) I was…