Similar thing happened with another project. And another computer. It's a prototype of a similar game I'm doing now, but testing new automation stuff. AC and Synty stuff in both.
This time I upgraded from U6.4.8 to U6.5.4 and to AC1.86.4, I think I…
And this in middle:
using UnityEngine;using System.Collections;using System.Collections.Generic;using RootMotion.FinalIK;#if UNITY_EDITORusing UnityEditor;#endif namespace AC { [System.Serializable] public class FinalIK_RunInteraction : Actio…
This was the one in front:
using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOnlyBye : ActionCheck { public override Ac…
This used to work:
void Update ()
{
int expressionID = character.GetExpressionID ();
if (lastExpressionID != expressionID) { Debug.Log("ExpressionLipSync - " + …
I think it was in autumn, I had a few months out of the project and I remembered it starting then, but forgot about it. If I remembered correctly there was some kind of update in AC that had some skinned mesh renderer/mesh renderer change.
Hi, I created a menu like this:
https://imgur.com/a/UXSYtma
I just wanted to know how to change the color of the number for awhile after pressing the test button.
Sorry, the sketch is a bit rough. The left and right buttons should switch the hint Postit note, it should be some sort of a carusel. I thought that there would be something like that in the ready made menus.
Or am I making this way too complex. The…
The older faceplates have their Skinned mesh renderers set and they work fine. Now I just can't insert nor change a new faceplate into the editor's Property slot.
I am manually trying to change the Skinned mesh renderer in property window after copying it from another character. Same happens when I add a prefab from assets. The editor shows this gray circle with a line crossed.