I'd guess that if you make a global variable in a way like this:
var name: MouseInvert = -1or MouseInvert= 1
Then you use that variable to multiply into that line 192
Would that work? I've not tried directly accessing AC variables in raw CS files.
There are a number of ways to track progress, some of which would include variables and logic to check what's what...
However I think what you are after is something to save the states of change in scenes when they take place. This is done by addin…
This is one of those things which everyone needs but basically eventually learns to either do or work around.
I reckon it should sit in it's own little PDF in the asset and/or get a place on the main AC tutorials site :)
You shouldn't have to start your project again. Have you tried reimporting AC?
Another thing to try is to make a new scene with simple starting objects in and see if you have any better luck. If it works on a new scene then you can tell that someth…
Null reference means something is missing which is being called by a script.
If its your own custom settings then double check your player prefab is set up correctly.It could be you have moved/lost some AC files so you might try reimporting the whol…
You can use atlas textures to make sprite animations with Unity's sprite editor. Have you not tried that?
This video shows one way to do this:https://www.youtube.com/watch?v=Xnyb2f6Qqzg
This is probably something the new GUI tools in Unity 4.6+ should let you do since its more based around the 3D space than the old GUI system.
https://www.youtube.com/watch?v=JrlFMwLI1fw
It's right there in the prefab. It has an Order in Layer value of -1
If drag the prefab into a blank scene you can look at it and see how it works (you must unfold the parent object/s to see the child objects).
the basic hierarchy structure is this…
Good question. I assume you can bake a second navmesh in order to be able to change it. I confess I'm out of my experience because I do my 3D in Maya and my AC game is 2D.
I'm sure Chris can shed light on what the correct procedure would be to get a…
Yes but you can change the navmesh in an Interaction surely? Is there a reason you can't have one navmesh without the board path and then swap it for a navmesh with it?
Well the player's character doesn't HAVE to say anything. Just have them stop at the trigger until the trigger is removed. :)
If you want the navmesh completely different then just have a two different NavMesh objects in your scene or you could put …
Your best bet is to basically change the navmesh which is an Action list option.
There is another option.
You might want the player to be able to click on the far side of your 'chasm' and then refuse to go there. this is easy. Have the navmesh be th…
I don't think it was that which caused it. I will have a look for my old scene/project files because I think I might have the problem saved from a while back.
Basically you create the animation you want as a new clip which is then included in the player's animation controller just like all the other standard walk anims.
Then you can call a custom animation in a cut scene or any action list whenever you ch…
I had this too when I first started using AC. I forget what the solution was but it happened twice - once when I first tested scene switching and again when I started making my own game.
It's something I did wrong I'm pretty certain because I rememb…
People are here :) You'll usually get responses in under 3 or 4 days from someone. It's obviously been quiet over the holiday.
Chris says he will be back on the 5th and he usually sweeps through any un-resolved questions within a couple of days. It…
If the playerstart variable for 'previous scene' isn't enough. Surely you can just store your own global variable and check that using the onstart/onload cutscene? You can then ensure that your player starts in the right spot and walks to the correc…
I think this works so long as you have the same prefab listed in Player settings. It's linked by the prefab reference I believe. Still, I'd want to leave the generation of the player game object into the scene down to the AC procedures :)