Cheers Chris, I added the debug code to the Apply function but ran into a bunch of errors. I'm not much of a scripter so I probably, no defiantly, did something incorrect.
Morning Chris,
Thanks, yeah the floor colliders are assigned to the FootSteps layer. Interestingly the debug is working now and reporting the correct materials as I walk over them.
I made a quick video to demonstrate.
Hi Chris,
That's fantastic, thanks. Its cleared the error.
I tried changing it myself but got into trouble as it threw another error, now I relaise I only passed (normalColor) and not (normalColor, normalColor) .
Cheers,
Tim
Hi everyone,
This is probably a long shot but I've been revisiting this script that Chris kindly helped me with a while back.
I updated to AC 1.74.2 and ran into this error however:
IndirectlySelectItems.cs(60,53): error CS7036: There is no argum…
Morning Chris,
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Ah of course, makes sense...yep, that's cleared it.
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Great, I'll have a tinker. Thanks again for your help, its really appreciated.
Cheers,
Tim
Hey Chris,
Thanks so much for this! That's done the trick I think, I just tested a clean menu and a new Unity UI and its working just as I hoped.
I do get a Null Reference Exception when I run the scene:
NullReferenceException: Object reference n…
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Sorry for the delay Chris. Yes, it seemed to be but I'll give it another shot to be sure and report back. I was testing a few things at the same time and may have got muddled.
I also noted that with the addition of the code to disable the p…
Hi Chris,
Thanks so much for the quick reply and your suggestions, here is what I have so far:
Clean scene
I created a clean new test scene (with folders) and dragged in Tin pot but unfortunately, the problem with the cursor locking was still pre…
Hi @ChrisIceBox,
Apologies for taking a while to get back to this thread. We eventually tracked down the problem with the character rig having - transforms on its joints on being exported out of Maya. We rebaked the animations and they seem to be w…
Hi again @ChrisIceBox,
I decided to go with your suggestion and set the characters Rig type to Generic in the import Inspector.
I added Head yaw float and Head pitch float and mapped them to float parameters in its Animator controller. I setup a 2…
That's fantastic @ChrisIceBox ! Thank you for the detailed answer, I had hunch it required the separate "look up / down / left / right" animations. I'll get started on hooking it up.
Many thanks again,
Tim
Hi @ChrisIceBox,
Thanks so much for the reply.
I think i'll give the Object: Teleport a go and the RememberTransform component.
I'll let you know if I run into any problem.Cheers
Morning @Alverik,
Thank you for the quick and detailed reply. I actually just tired what you suggested. We are using icons for items that are collected and I think that's the reason the slots are cleared. I did try and add a child image of the butt…
Hi Chris,
Thanks for the welcome message, its great to be here.
Ah I see! I'll try it out as soon as I can and report back.
Thanks again for the quick reply and for the help regarding the forum.