Thanks @ChrisIceBox. Thinking about this, it's insane to be doing a ForEach each time the prefab is instantiated (and that happens a lot in my game) - in that case just manually setting the ID value on the original prefab, which is what happens curr…
AC Ver: 1.72.2
Unity Ver: 2019.4.8f1
Sorry for dragging up an old question but would you believe I'm only now able to look at this. Unfortunately I'm not geting the results I would expect and in all cases I get an output of -1
Here's my code, whic…
Thank you for the info @ChrisIceBox. I've tested https://github.com/yasirkula/UnityBezierSolution with triggers and hotspots and it seems to work just fine.
Morning Chris,
Indeed in my case the recording of it's state would be important, so that's good. That means inspector disabling is a total no go from now on.
I love the Object: Teleport idea!
@ChrisIceBox Thanks bud. Having looked at it a bit more, pop-up is fine for now but absolutely a simple integer switch action would be a useful tool to have. I'll have a play around with a custom action some time.
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Is that to be expected Chris if the animator doesn't have a direction parameter? I was using your Brain2D_SpritesUnityComplex prefab as an example but that doesn't seem to have any direction parameter on it:
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Think we're in business! Took me most of the morning to get a Sprites Unity Complex setup up and running but you can see the character is now cycling through different idles and will change to a talking animation based on a bool state chan…
I've resolved this particular problem in my project by removing the camera from the player object (it makes no sense that its present in a main menu scene). This seems to force the use of the SimpleCamera throughout.
Still curious though what might…
Ok, I've done a bit more debugging into this. I added Debug.Log(attachedCamera.name); into a FixedUpdate in MainCamera.CS to clearly output what camera is being used.
This is what I see:
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The good news is the (now a) SimpleCamera is defin…
Thanks Chris, using Engine: Manage systems and setting movement to "disabled" is stopping the player object from receiving any rotation so that definitely feels like a good first step.
I'm still getting a camera change when selecting an o…