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deroesi

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deroesi
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  • yes i did ;) several times (sorry i didn't see this earlier) i get this error: NullReferenceException: Object reference not set to an instance of an object AC.SceneManager.AddPrefab (System.String folderName, System.String prefabName, Boolean canC…
  • Hi, thanks! I managed to do it by creating the "cable-end" as inventory item, ... inside the use actionlist: add inv. item, then "select", then remove it to from inventory in one go, did the trick.
  • wouldn't it be easier to simply provide the angle value, and the switching would be created in mecAnim? why restrict it at all? (i'd prefer 12/24 angles by the way ;) - int angles, and clock layout, which is way easier to visualize when you see the …
  • well, one workaround would be to change / add a hole to the navmesh where your NPC stands, but i admit its a problem (hence my dumb questions about pathfinding all the time :) )
  • thanks! i'll check it out!
  • ok ;) isolating everything nailed it down to the interactiveCloth objects (which seem to loose the colliders and fall into infinity when exiting the menu)... i'm still not sure if its a AC issue or mine ;) is there something i could setup wrong to c…
  • cool, thanks!
  • Mhh, i dont want to replace it, Unitys buildIn works fine so far.... but it would offer some options like avoidance, which can't be controlled via AC.Couldn't you simply expose some parameters or did you write your own custom "agent-script"…
  • i've managed to do this by raycasting the material/texture of the ground collider and then use the color value to drive the color of the shader.... i've saved a description and the code how to do it (found on the web), but i didn't save where i fou…
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