Depending on appear type you might want to use lock menu instead of turn off. Turn off only works when the appear type is manual if I remember correctly. If that doesn't work double check whether:
1) You execute the action on start of the desired sc…
Hey, basically I add two things:
1. I create a GameObject in scene which has "Mesh Collider" component from Unity and "Nav Mesh Segment" from Adventure Creator. Mesh collider component has no material or mesh.
2. Also have a scri…
A certain bug popped up. When player executes an interaction where "Player action:" is set to "Walk to Marker" and while the player character is moving towards the marker you execute a "Character -> Move along path -> …
Yep, #1, #2 and #3 are in! #4 is easy to retain after AC updates, since the changes are contained to one script. #5 we too dropped the idea, no actual need. #6 a thing of convenience, not necessity.
7) Also another nice feature would be a control sc…
So, I've managed to reproduce it consistently. This one's really weird. But the bright side is that you can work around it without editing AC itself.
To reproduce:
Igonre any of my previous 'insights' :D
Use Point And Click for Movement method.Mouse…
Another slight Bug report:Happens when using navmesh agent integration with point and click movement.
When you start the game and without moving at all and use a hotspot action that has no walk-to requirement, player attempts to teleport to (0, 0, 0…
I'm currently using 1.50e. I've tried to reproduce the same problem with a clean/empty project and it the error did pop up.
I'm not sure, but the duplicate deletion might be the reason for the error. Before there used to be some speech canvases in s…
Thanks for the update. It added lots of great features and significantly improved the stability of the extension! There is a slight glitch under very specific circumstances. I didn't notice it before, so sorry for not adding it to my initial list, I…
1) The sole reason I used Agent.Warp is because if you have a navmesh agent active and use transform.position that moves character over a large gap in a navmesh (two walkable areas completely disconnected from one another), it just gets stuck at the…