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joesan

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joesan
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  • I looked in Unity docs and their answer is not satisfying either. You either export the scene and import INTO ANOTHER PROJECT or to put it in the project as an add on  (which is what I want)  you carry everything in the package including AC, all the…
  • I'm in Windows 10 and Explorer also in Microsoft Edge and still there
  • Not anymore. Now that I know the routine it's OK. Incidentally when I open this page Forum I get a top menu with a "Google Custom Search" which takes the space where there was the line with my login name and a red spot if I had an answer …
  • The difference is that in previous AC versions I did not have to 'bake' a Navigation ground surface to have the 'NPC follow Player' Action. It is easy when the ground surface is the GameObject 'plane' but in my case the ground was a package consisti…
  • SOLVED (BY MAGIC) After spending hours to investigate the problem it WORKED ALL OF A SUDDEN !! Now I will never know what it was
  • Yes, Engine:Manage systems works for me. GeometriX : There is no free-aim in Direct mode (third person) it only shows up when in First person mode.
  • But since I  have about 12 projects occupying each a unique folder, of course, every time there is an AC update I have to import it into each project. Is there a way to have AC asset in a special global folder outside each project that can be used b…
  • I am confused. You say in your tutorial for MC V2 to set Animation engine to Custom Motion Control to Manual If I set Animation engine to Mecanim then it doesn't show the error message and it works. The second problem: if I set a Character:Mov…
  • After spending 12 hours on the subject I have realized that AC and Motion Controller V2 are incompatible. I can make the Player move and even use a couple of the animations (climbing ladders, sneak for instance) but if I use a AC ActionList involvi…
  • Also do I make the JONES character (in your tut) a prefab? Do I include Rigidbody and Capsule collider as with all Player character? 
  • Sorry I didn't understand it first now I've got it. What is still not working is the change in Actions with the Toggle breakpoint, it is still invisible and if you forget to turn it back it is murder to find  where you had it. Thanks again 
  • I can wait for 1.5.1 but I just want the Action:Comment text field to be in red. From the script inside that Action: override public void ShowGUI ()         {             commentText = EditorGUILayout.TextArea (commentText);             output…
  • ........ but would it be too difficult to at least change the background color of the ActionList:Comment to say, red ? That would make it more legible
  • Yes, it's simpler to do it thru Action Input and it works. As far as my last message regarding the Comment line I noticed your ActionList:Comment which does what I wished only it takes a lt of space because it adds another box for every comment. I…
  • I am almost there. I have used just one script which only sets true or false a series of global variables that I can set in the inspector for each door. A trigger at the particular door checks all of these variables in a kind of switch case. On the…
  • SOLVED Much simpler. I have used the game's 1stPersonCharacter (TinPot with its camera) as the 'character to Move Along Path and it looks perfect. The game player does not see the robot only its camera moving. To make the waypoints easier to place…
  • I already had it like that but I have 9 dungeon rooms and to visit each room with a camera it has to move in a path. The way I have done and you recommend the view goes thru walls which is NOT really a true panning for each room on a path. Your Move…
  • You are right it was a case of hardheadedness from my part since the stand alone script is working fine. Now I know that there are restrictions in using Custom Actions such as you mention here. Most of the stealth situations I have used scripts suc…
  • I give up. I have problems converting to Custom List and spent 8 hours on it. I wrote a script that checks distance between player and enemy and if DistanceB4Look is met then Enemy turns to LookAt player and if the distance is less than attack dist…
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