Thanks Chris, messing with the physics settings fixed it. One last thing (for real this time I swear), I assume when you press space the Jump bool is triggered in the animator somehow, is it possible to double press space and for it to trigger a gli…
Hi Chris
I unticked the exit time and it seems to work now.
Just one question, I'm trying to change the height at which the player jumps, but the problem is if I change the Jump Speed to large number i.e. 9, then it jumps high but it very slowly des…
Hi Chris
Thanks for the reply =)
I did actually find that it was a problem with triggering the actionlist
I have a timer of a 10 second countdown before the actionlist is triggered, and then it gets set back to 10 again. But the actionlist was being…
Hi Chris
Thank you
I'm probably being pretty thick right now but I've changed it to how you shown and it's still setting the variable to -2
http://pasteall.org/993255
Hi Chris
Yes it was the main camera. I deleted the one generated in scene and set AC's main camera script to the one I already had on my player and it works fine now. Thanks so much!
Ah nevermind, no idea what I did but it seems to work now, thank you :)
The only problem I have now is how can I get a character to fly/float in midair with the character component now being used? I assume it's stopping it from moving across a gap?…
Hi Chris
I've tried attaching that and unchecking the Y lock but the character is still running and floating down a slope. It can manage fine uphill, its just down a slope that it floats to the ground
I've gone back and checked, there's another actionlist I'm running AllEnterRoom from, but forgot to uncheck the 'set parameter' option as the parameter is set somewhere else. It works now, thanks for pointing that out Chris!
Hey, I didn't want to make another thread to clog up the forum so soon after this thread was made, but for the wandering script, is it possible to get them to...stop wandering? Like how 'move along path' has a stop walking method? When I approach th…
Hey Chris
I ticked wait until finish and it works...now.
I also want to say thanks for doing that, the minigame actually broke when I ticked it (the counting seconds is a timer) and I wouldn't have noticed otherwise. Basically you have 3 options a…
Hey Chris. I'm having this weird problem with Object reference not set to an instance of an object:
https://imgur.com/a/2ORil
It worked again when starting the game once out of my many tries, then I stopped and started it and the error is being thro…
Hi Chris,
Thanks so much for that, I had no idea it existed lol.
One issue I'm having is the fact it's rerouting itself every 4 seconds exactly. After about 10-15 seconds of gameplay it freezes while rereouting to the point where the whole game stop…
Disable the components I mean. Yes tweaking them has made it a bit better.
As for the NavMesh Agent speed values relying on AC- can't wait for the update, thanks! :smile:
Another weird problem I have with the components is that my player and all characters that have the components go flying over each other when they collide. So me as a player runs up to a character with the NavMesh components, collides with them and …
Hey Chris,
Thanks a lot for that! I need to ask though, in your custom action guide, what do I put in ShowGUI, SetLabel and Run if I'm dealing with Menu's and textures instead of gameobject's?
Hey Chris
No it doesn't work before changing the scene, only if I use the default sound it does. It's weird
https://imgur.com/a/Dllvj
(dooropen is a placeholder, I'm not weird don't worry)
The other "Default Sound" is the scene's default…
Heya Chris, thanks for that :smile:
The problem is it only seems to work with sound objects that are the Default in the game editor scene window. So if I change scene, even if I still have that Sound prefab with the same ID, it won't work because i…