So I did that and the player was tiny after the skewing animation. So I realised that the scene before was setting the player that size in its sorting map, so I made it the same size and shape as the bedroom scene, and voila; it worked!
I don't think it is currently having effect on the briefcase, is that the right line for the script when it is set in the prefab UI as in screenshot? Also screenshot of trigger set up:
https://www.dropbox.com/sh/px8takv5aanw24x/AADN49Qwbt9JlUZcSP9y…
could i combine the two script codes with this (this closes the inventory menu when player walks)? And how would be best to add it in?
using UnityEngine;using System.Collections;using AC;public class CloseInventory : MonoBehaviour{ void Awake() …
ok thanks, i will give this a try, can i ask how i would add a line of code to animate a ui prefab menu game object from here also?
This is the object and animation:
https://www.dropbox.com/s/go49w4762zq4bvr/animate%20from%20script.png?dl=0
here is the script:
/* * * Adventure Creator * by Chris Burton, 2013-2021 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endif…
the correct scale in scene is 1 for sprite child, and 1.08 on start varying oon moving when normal animations (idle walk) - it stays the same when sleeping animation as when moving around.
see here:
https://www.dropbox.com/sh/0yrzlm3ps6vhnlo/AACJ1…
ok so this is all working except my dialogue options are not showing? i can press 1 or 2 to choose the option, but they are not visible as they were before making the new changes above?
see video:
https://www.dropbox.com/s/iu5i7ka6zvho6hv/almostth…
Ok so ensured that my action lists are identical to yours in the screenshots you shared, and the MobileTextConversation (the conversation menu) menu turned off immediately on clicking the response. This is the menu that would have the animation in i…
Right, so for point 3, once the player clicks on the InGame menu, a variable is checked, and if it matches to a specific number an action list 'OutsideOffice' is called, within that is my Dialogue:Start Conversation, so, when you say:
(Quote)
Do yo…
Hi,
So where would I call this? From the menu? Or from my undefined Conversation cutscene?
(Quote)
Here are screenshots to see if I am doing it right!
https://www.dropbox.com/sh/l9oa0v8bwidv4j5/AAA27cWx-M5HmrDL8PlX1wbTa?dl=0
I got a bit confused…