Have you got your walls marked as static, specifically "Navigation Static"?
If problem persists, screenshots might be useful - like those shown in the official docs:
https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html
@joesan : sounds like you found a solution, otherwise I have a system like this working in one of my projects - would be happy to share screenshots of the settings.
Over the course of my two years as an AC user I've come to the conclusion that it's best to keep local changes separated as much as possible from the main code base, as this is being updated quite frequently.
These days, most customisation can be ha…
Yeah, it really is a constant struggle.
Still completely on track with the schedule I put together six months ago here, so the knowledge that I'll have a fully playable (if somewhat ugly) version ready in two months is really what's keeping me going…
Looks really good - and a nice demonstration of scene design workflow.
Reminds me a lot of the level design stuff from the content examples in Unreal Engine 4 - different engine but the same principles:
https://docs.unrealengine.com/latest/INT/Resou…
@luniac: I've come to very much the same conclusion as Alverik and yourself on this, for very much the same reasons - definitely go with 3D!
Also, for static environments, you can do a lot of nice stuff with baked lighting in Unity to get the best v…
Which combination of pathfinding and movement methods are you using?
If Unity Navigation and Point And Click, you probably just need to re-bake your navmesh.
Currently working on scripts to test that specific interactions exist for hotspots - if anyone has ideas for extra automated scene testing, please let me know, and I'll try to integrate it.
Hmmm ... is the project set up to accept arrow keys for movement?
Just tested with the 3D demo scene in a fresh project, only AC and the test components imported - should work if control method is set to 'direct'.
Had my game running with this overnight, and while it did manage to find an unexpected way into a part of a scene it wasn't supposed to have access to, this monkey-with-a-typewriter approach is still very slow when it comes to solving puzzles.
I thi…
I'm running solo most of the time, but still try to work in a way that's based on my experience from working in teams on larger software projects - it probably also makes a lot of sense to try to keep things organised as a one man team, at least if …
What version of Unity are you on? I think this version of the scripts requires Unity 5.4 ...
EDIT: Yup, they changed it in 5.4 - but if you don't need the objects to survive scene changes, you can just comment out the offending lines.
@Suro : I've now updated the package to support movement using arrow keys + a few other changes.
Delete the folder "Automated Adventure Test System" if the previous version of the package was installed.
Documentation is very limited at t…
Got side-tracked into using the keyboard input simulation to automatically go through dialogue options + added some logic to have it try inventory item combinations and uses on hotspots - makes it progress through the game much faster.
So, no keyboa…