Yeah I think I had too many vertices in too many nav mesh holes.
Would be good to know the nascent ceiling on what will affect performance - and whether its platform sensitive too.
I had the same sort of question. Chris answered it here:http://www.adventurecreator.org/forum/discussion/682/what-game-objects-can-you-safely-duplicate-ctrl-d#Item_3
When you copy the actual action elements from within the ActionList Editor you shou…
I also experience this. Haven't noticed it as much in a platform-build but in the editor/player I find it skips a few frames and jumps to catch up.
I had assumed it's because I'm running Photoshop and Maya along side Unity - even on an 8 Core Xeon …
I have a similar approach to a 'look at stuff' table. Not a puzzle in itself but similar in that I put a 'go back' button in.
following from some advice from Chris I have eliminated the 'use' icons by setting the icon to be simply the pointer. (I ma…
You didn't say whether you are after interactions.
I'd say Unity won't do any more on both a) and b) counts if you are JUST making animations. There is no reason why Unity is better than Maya from these standpoints.
If you need interactivity later o…
AC has a cut-scene system which lets you switch cameras and play custom animations in order. You can test whether Unity will accept your anims by exporting separate components as FBX from Maya and dropping them into a Unity project folder. The defau…
I for one am quite interested in how the new GUI might work with AC. It's obviously a major overhaul though so I hope it isn't too large a task to be dealt with anytime sooner rather than later
Your animation clip can be set to *not* loop. Surely that would do it?
Look at the anim clip as it exists in your project and view in the Inspector. Untick "Loop Time" and it won't loop.
Alternatively you can simple have a custom second i…
Hi
I have done this no problem. I even switch cameras to 3D ones and it seems to work no trouble. I have mainly used planes and 3D stuff made in Maya so that I can get a specific animated effect - such as a candle flame flickering about. It moves in…
If you think that I was being unhelpful or unconstructive then I'll refrain from offering advice. My point about it being impossible to know what you don't know was intended to say " I don't know if what I am about to say is something you alrea…
It's impossible for anyone else to know what you don't know.
Clearly you are not a coder. Neither am I since I stopped using BASIC.
If you don't understand a single thing about how coding/scripting works then you are not going to be able to carry ou…
Hotspot isn't a 'visible' object in the same way a sprite or a mesh is.
You have to turn it off in the Interaction which used it if you want it gone upon use.
"Object >Send Message> Turn Off"
That should do it.
For the camera lock: I…
The combination of interaction types with interface types is quite baffling.
I'm trying to nail down which I want to use while I still only have one scene before rolling on to the other scenes, I'm trying to cater for both mouse based and touchscre…
Yeah I'm on 1.38b actually
The animation isn't a transform as its 2D. At least I don't think it counts as it as its a sprite anim. I'll gladly stand corrected but my animated door isn't going back where it should :/
I also have this problem with animation states remaining (2D).
My approach to a door opening has been to play a custom animation which has all the frames from closed to open.
I encounter the issue upon loading a saved game to a point before-open com…