Hi,
I played around with this a bit further, and there's a small problem. I added the Script component (your code) to the NPC (parent, but also tested with child object).
I have a scene set up like this:
2 Characters both with the script and both …
Yup. Scripting issue - I think that would be exactly that. I think I've must have left a compilation error when I quit Unity and that caused the trouble. Thanks.
The ActionLists are assets, not scene-based.
I've played around with this, but still can't get it to work as intended. I tested it with:
character = GameObject.Find("Character1(Clone)");
parameters[0].SetValue(character);
And it works, …
I have set Hotspot parameter to Character (0) in the Inspector (for the child object), and then assigned the component with the script to the parent object. I removed the ActionList: Set parameter and everything works great now.
Thank you for the e…
Sorry, I have no idea how to solve this, but just wanted to say I had a similar problem.
I didn't update Unity or AC, but every now and then, when I open and close my project, Adventure Creator is not recognisable. There are no errors unless I try …
Sorry, I'm pretty new to Unity as well as AC. It didn't even occur to me that I would still be referring to the prefab at this stage. Having read other threads on the forum I've thought it must have been something wrong with the way I've set up the …
Just to make sure: Conversation needs to be in the scene for the save to work, but the Conversation object can be instantiated at the moment of saving?
I'm dealing with one instance per prefab.
ActionList is in the scene - I'm loading the scene an…
After setting up some more prefabs, I ran into a problem.
All prefab characters instantiated at runtime can't be moved through Character:MoveToPoint - not from the native Action, or not if done through custom Action. The PlaySpeech Actions work wit…
Thank you for the reply, I think I can create a nice workflow to make use of prefabs, parameters, variables etc.
I'm a bit worried that if the Conversation objects need to be in the same room, it will make the scene very heavy on the performance.
…
Thank you so much!!!
Parameters is exactly what I was looking for. I've seen them in tutorials before, but I didn't quite grasp the concept behind them or how I can make use of them.
I've set a parameter for the character, so I don't have to keep …
Thank you for the replies!
EditorGUILayout.IntField is the approach I ended up going for, thanks for clarification though!
I tried adding a script in regular MonoBehaviour, but AC would complain that it must derive from Action class to be used as …
Thank you for the response!
To deal with displaying the array in an Action, instead of using EditorGUILayout.IntPopup() I simply set the array as separate variables in GUI by using EditorGUILayout.IntField();. This results in a really long Action, …