Hey @ChrisIceBox I'm going to need a little more info as to where the perspective override is. If I create a fresh new scene (so no AC structure has been decided) I see this:
(Image)
Still not seeing any perspective options in the Scene Manager!
Made some progress! Simply I made a default Unity camera in the scene and tagged it 'MainCamera'. The scene runs with AC functionality and seems to show the UI objects I setup.
Hi @ChrisIceBox
I'm going to need a bit more guidance. I can't see any perspective option at the top of Scene Manager:
(Image)
Also, I cannot assign a camera to the scene settings. If I click 'create' next to the default camera AC informs me a f…
In classic me fashion, after posting the question I stumble on the answer.
Triggers seem to be the thing I want. With those you can set an object to detect and then run appropiate actions. For some reason I had it in my head that only player object…
All fixed.
Instead of attaching physic materials to my walls and all other objects my player might bump into I instead went ahead and added a 2nd collider to my player. This is a bit wider than the original one and creates a no friction 'buffer'. L…
Hi Chris,
I changed the value on line 3577. I couldn't find any reference to it on line 3751:
(Image)
This change however does prevent the player from climbing walls via jumping.
I've also noticed that if the player jumps towards a wall they do…
@ChrisIceBox I'm getting a lack of definition for .OnEndActionList via EventManager. OnBeginActionList however auto-completes fine inside Visual Studio.
(Image)
AC Ver# 1.66.2
@ChrisIceBox
In my case I'm using AreActionsRunning() on a particular action list variable. So like:
public ActionList testActionlist;void update(){print(testActionlist.AreActionsRunning());}
Early tests suggest it just reports the state of the p…
That bool check was exactly what I needed. Again, thanks to AC what I thought might take me a week or so to develop ended up taking 3 hours.
https://twitter.com/Hi_ImTemmy/status/1102692554611609600
@ChrisIceBox Thanks Chris. Instead of putting the logic into the action list and having to duplicate the setup for all NPC action lists, I've opted to have it handled in a reusable script. First results are promising!
Are there ways in script to kn…
Success!
(Image)
If anyone is ever faced with a similar challenge, because AC uses Time.timescale, I found the best method to pause the movement of rigidbodies was to set .IsKinematic = true on inventory open, and then revert back to false on clo…
@ChrisIceBox Out of interest, when the player closes a menu (such as the inventory) is there any sort of automatic Time.timeScale = 1; happening behind the scenes?
I'm getting slightly unexpected results when using the method Time.timeScale = 0 to …
@ChrisIceBox Yeah, disabling unfreeze was the first thing I tried with no luck. That just prevented the action list from processing.
You're absolutely right. Into the world of freezing and unfreezing rigidbodies I go!