Hi Chris, I removed the default and then I didn't have any player in the scene.
The problem lies when switching back to the original default from a player that already doesn't exist in the scene.
I think there are problems I cannot rectify on this…
It removed it in the first instance but then when I try and switch back it leaves the old player there.
I will post a screenshot for you later.
Thanks.
Sorry I'm still confused, my hotspot had two use interactions but I don't know how to change it to use the second interaction for the next time it is used and back again on the third time it is used and so on. I have made a variable in my first use …
ok so i have researched, and i have now done this:
1) You create one Hotspot, two Interactions, and only have one enabled at a time. If your Interaction method is set to Context Sensitive, you can declare multiple Use interactions in a Hotspot, but…
The characters are following the sprite map correctly, I see this in the order layer for them when in play.
I am seeing teh offset happen too, it seems better now since I have added more areas.
thanks, any reason why i would be getting StackOverFlowException when I call my cutscene ONStart from my ActionList:Run that has a three dialogue loop?
I am using v1.49 and the NPC moves out of the nav mesh to get away from me and then never returns to the path loop once i move out the way.
re Sorting Map, see screenshots below of sorting map inspector and NPC. In all scenes the NPC's stand on my h…
yes. I made a new prefab of the mesh, the mesh was already in the scene (i had two meshes in there) so i made a prefab of it, and dragged it into the character wizard and converted it into a new player, so i have a mesh that is a player... and then …
This works great thanks, however, how do I ensure the dialogue is only by the tree and not featured in my game window wherever I am in the scene? (it's a very wide scene)
Thanks
ok this seems to work now, however, when I do bump into them, and the NPC is on a path, it throws them off it and they just stand still, and to avoid me they can walk outside of the nav mesh?any reason as to why this happens?
Plus, the biggest bugbe…