Up early this morning, so had the chance to play a bit with the interaction system. Extremely cool, but it looks like some clever scripting is required to make it integrate well with AC. It would probably be worth the effort to create some generic s…
Definitely! :)
Coming up with the really good original design ideas is as hard as ever, but some of the stuff you can get from the asset store really saves months or years on the technical side.
Oh yeah, Skele ... it has been sitting at the top of m…
Final IK definitely belongs in the "tweak-o-rama" category - but my thinking is that if you find that "nice happy medium" and combine it with smart use of animations and take all this into account when designing scenes, you would…
And before anyone starts laughing too hard: I used to work with a guy who walked on stairs exactly like that - and that was absolutely fine, because we worked in R&D - so there! :D
Finally (ha-ha) got around to testing Final IK with AC, and I'm quite impressed!
Here's a quick comparison of the same character in the same scene without and with Final IK. Default settings throughout, and just 1 idle and 1 walking animation: https…
Also, any thoughts on how you would actually want to be able use the compass in-game, and how it should work with the inventory?
For my own project, I think it should be an item that can be picked up, and then gives you the option to switch a compas…
Initial ideas:
* North is by default defined as world rotation 0
* The compass must by default show North while taking into account the rotation of the main camera
* It must be possible to redefine North as the direction to a specific GameObject …
But we'll still remember where we came from! :-)
Anyway, in order to not pollude this part of the forum with this, I've created this thread: http://www.adventurecreator.org/forum/discussion/3930/ac-user-project-compass-pick-up-item
... let's continu…
This script is obviously very much a "quick'n'dirty" solution to the immediate problem of getting a compass working. A more solid version should probably have the compass as a separate object that integrates directly with AC.
The stuff I'm…
I know the feeling ... :-)
Anyway, here's the code:
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using UnityEngine;using System.Collections;
public class Compass : MonoBehaviour {
public Texture compassTexture; public float screenPositionX = 50; public float …
Unless of course you've got the actual north pole inside or very close to the playable area, in which case the X/Z position must be taken into account as well ... :-)
Ah, "Problem Pink" - Unity's way of telling you there's a problem with a shader or material. Check the assets in the inspector for anything with "none" assigned.
If things look ok in the editor (meaning the problem only occurs in…
Here's a short clip of a quick test I ran while testing Unity terrain settings. Please ignore untextured bits et cetera - but I think it runs ok with a combined navmesh of around 500K vertices and point'n'click movement.
The full terrain is as menti…