Yes, it is those two calls within the foreach in the if-statement:
_collider.gameObject.GetComponent<NavigationMesh>();
_collider.gameObject.GetComponent<NavMeshSegment>();
Hi Chris, figured out that it has nothing to do with the Arrays, the method : "IgnoreNavMeshCollision" causes the dealy.
First i thought the foreach Loop is the problem, but it's not.
The Problem is the if-Statement. I guess gettíng Navi…
before the object is deleted - ok i give it a try...
This causes a null reference exception. I comment out every line inside the GatherObject function.
Ok, i instanciate empty Arrays for them, then it worked. Now it's fast.
I've tried this with only one single object to delete, same problem here. What i meant was not how much objects are in the object to delete, acutally how much objects are in the whole Scene. And it took about 3 seconds for every single object i dele…
it seems that it depends on how much objects are in the scene. I've deleted most of them temp. and removed the measureTape-object by the interaction, it was much faster.
Interaction-> ActionList : TakeItem (hotspot2Remove, gameObject2Remove, inventoryItem2Add)
The interacation 'UseMeasurteTape' calls 'TakeItem' (ActionList) with 3 params and 'TakeItem' will remove hotspot, object and add inventoyItem. This worke…
Yes, i've tried that, no luck, it might be unity, every new project behave like that. I've updated Unity to 4.6.2 and AC to 1.4.2a - everything works now. Thx for your help anyway.
dam it! - get lost again. and the write protection on top Level is there again. don't know if it got something to do with that, even the older Projects got that and worked.
It might be a Problem with write protection on some files? I disabled write protection on top Level, (my older Projects seems to have a write protection inherit also) - but now it seems to work, hopefully.
But then you have to do this within every interaction right? disable the "Look incomplete" and enable "look complete" - Then it would be nice to set the hotspot as a Parameter, so that i can call an ActionList (HandleCompleteStat…
Yes, MouseX and MouseY is declared.
Ok, i found out that in your description you didn't mention to set State Default -> "DefaultInput". It's shown in the screenshot, but if you don't know that the original Default is empty, you might o…