@KevRev well, it's a bit hard to test, because the freezing only happens sometimes. Sometimes it can go a good long while without occurring, but then a wave comes on again. So far I haven't been able to reproduce the problem if I put my idle animati…
@KevRev yes it loops fine. Besides, when running the Actionlist it transitions back to my idle animation just fine, but even though it has reverted back to idle, the strange freezing still occurs.
@KevRev like if I don't have a transition back to my idle animation in my animator and set my PlayerUseLow01 animation to 'loop time', or what do you mean?
Thank you @KevRev !
I will take a look at that. I'm not a very seasoned scripter, and it's been a while since the last time I worked with C#, so it'll probably take me some time to decipher your scripts.
Do your scripts also work for interactions th…
@ChrisIceBox I have a colored block (inserted an Image component on the Rect Transform that holds my Text element) behind my hotspot labels. If I type a single space in the hotspot name, a small block still shows up.
Is there any way to completely d…
@ChrisIceBox I got it to work with mecanim animation. I have 'turn before walking' checked on my character. The turning is of course still fluid in its animation. Is there any easy way to lower the frame rate for that, or would that…
Okay, the reason why Legacy seemed like the better choice was that I basically want to animate my 3D models as if they were sprites, to get a sort of old school feel to the animations, and it was so wonderfully simple to just drag the animations int…
Thank you for the reply, @ChrisIceBox !
I tried making the interpolation Constant in Blender, however Unity still interpolates between the frames. I read somewhere that to change the interpolation mode, I have to duplicate the animation from the fbx…
Thank you for the reply, @ChrisIceBox!I tried exporting as FBX now with Apply Transform checked, and now the rotation is correct.
The 'local euler rotation' - is that simply the player transform rotation, or is it something else (and where can it be…
Thank you @ChrisIceBox !
I was thinking that navigation was based on the pivot point, but of course it makes a lot more sense with the root object position. I think I understand now :)
Okay, sorry for spamming my own thread, but I found the solution now:
Turns out, in the 2018 version of Unity, the pivot option has been removed from the sprite import settings, which is why it was so hard for me to find.
Instead now you have to ope…
Also, a new problem just arised: after I created a sorting map, it's started to put the speaker symbol with the yellow circle on the middle of my player sprite at runtime (I can see it if I enable gizmos in the game window), even though in the scene…
Okay, I just figured it out, but I still don't understand why, so if anyone can provide an explanation, that would be great:
In the scene window my player character has two 'speaker' symbols that follow him. One is for the Sound child, I get that, …