@hedgefield - I tried upping the Acceleration but it doesn't work unless I up the Turning speed too but then the character turns way too quickly than I want him to, which doesn't look right.
@Harkenin - I'm not sure it's the markers as it happens wh…
I got it working following what 2finger suggested from the other forum. I simply duplicated the ParticleSwitch.cs script and called it a different name (ParticleSwitchLight.cs) and amended the section highlighted by Chris and applied it to the light…
Yes but turning them off would mean the player can walk anywhere.
For example, the player enters a dark room and can only walk in a small area near the door until he finds the light switch and turns it on. Only then can he walk anywhere else in the…
Actually scratch that - If the camera's static I don't need a collision cube.
But here's what I meant anyhow:
(Image)
I've added the area the camera roughly covers so you can see what I mean.
I hope this makes sense?
Hi Chris. That workaround works to an extent but if the collision cube is in FRONT on the camera, it's impossible to click anywhere as the cube isn't ignoring the raycast.
Hi Orrence
You're right, the object that won't go visible has several levels of children.
How do you 'simplify' it to make it work?
EDIT: Nevermind, I worked it out - I simply dragged all the names that weren't a folder under the main parent and hey…
Well I've resolved the problem and but rather confused as to why it hasn't happened before.
It seemed to be down to the PlayerStart marker. It was ever-so-slightly inside the collision cube on the ground which was causing the player prefab to fall s…
I'd just create an integer that is set as "1" when it goes through door 1, "2" for door 2, and so on.
Then upon loading your room when they enter, just do a Variable:Check action and move your player to the relevant marker/Player…