After doing some more research, its the root motion being controlled from unity's third person controller. Thats why the character doesnt move.
When i remove the script, the character moves fine. Is there a way to fix this?
When I try moving an NPC character with a walk animation, the character moves fine. I'm using the unity third person controller integration script for my player.
Could that be why it's not working properly.
https://adventure-creator.fandom.com/wiki/Fading_with_Unity_UI
So does this still work? It was working fine on Unity 2020.3.14 but I updated my project to LTS Unity 2020.3.19 and it doesn't seem to work anymore.
currentSpot.SetIconVisibility(true, 5f);
This is the interactive boundary script attached to the interactive boundary object. The interactive boundary object is a child of the hotspot.
So I had always show during gameplay and thats why it was showing up so its fine now.
However I noticed the hotspot labels show during cutscenes. That's not the way its supposed to work right?
I want more than one hotpsot label to show not just one. I just prefer it if it showed when the player was near the hotspot not as far from them as they are in the pic.
As you see in this screen, its detecting too many of the hotspots even without going close to anything. I reduced the size of the collider as you see in the pic but its still detecting too many.
(Image)
Im using the life is strange type interac…
Does an interactive boundary allow me to detect a hotspot when I'm in the boundary?
Or do I still need to touch the hotspot with the hotspot detector in the boundary?
Like what if i want to just detect the hotspot when im in the boundary with no i…
Alright thanks. I get this error.
"NullReferenceException: Object reference not set to an instance of an object
ImportSpeechEditor.GenerateLines (System.String[,] csvData) (at Assets/Editor/ImportSpeechEditor.cs:53)
ImportSpeechEditor.ImportFr…