Anti climax.. loading 1.42 disnt help anything here...
Still need to solve menu.
Rightnow when I press ToggleCursor the cursow goes up to teh inventory...
Thats absolutely fab!
I have one more question, because I did find the Appear Type, and tried setting it to On Hotspot. and yes it DID work as I wanted. However, it would pop up for every hotspot, including NPCs in additin to the previously defined …
Im on it I think... thanks to extremely clever menu on the video tutorial I can skip straight to "Conversations".. (Thanks chris!)
Seems like I was confused because a hotspot doesn't accept an NPC as a possible highlight object, but then..…
Aha! Thanks Wendy! No chance you know how to temporarily HIDE it rather than hitting delete?
UNclicking the "Is Visible" tickbox removes the text, which is ok for now, but there is a small black box left from the background. Id like not to…
Fixed... Sometime it helps just to write it down.
I hope my rambling threads are seen as possible helps for future users rather than just psychotic rambling?
OK, I forgot I had another NPC in the test scene, all the error were pertaining to that ch…
Some success suddenly. It was all a matter of hierarchy.I had the Player script on the root game object, and the character model was a child of that.
BUT I had the Animator component on that child, so presumably the Player script cannot see down int…
Other menus will appear independently of the dialogue options, so you'll have to turn them off if you only want the options to show.
If you want to remain in the conversation, but hide the options temporarily while in e.g. another menu, you can use …
Im still having trouble with this...
But now its that Im lacking functionality on a menu Button element.Best if I describe the whole senario.
Start of Game we walk towards an NPC, after a introductory text ("you are late!") up comes a conv…
Um... to be honest I didnt know there was anything in the character inspector about amount of layers.. Ill check!
But I do have 2 layers. The main one with walk idle and run etc and the talking one, with a body mask for the mouth moving.
thats the …
OK, Ill try that.
I wonder if there is a good explanation somewhere as to why or when you need to use a asset file, or just stay in the cutscene action list, to be honest, I dont really get that, or whats the correct approach, trying an asset file n…
Figured this one out myself.
I just needed to add an empty new state on the talking layer and transition from that. The Any State node is no use here it seems.
So I re-made my player character from scratch, and it worked.. so I dont know what I missed out... another example of somthing suddenly working or not working for me in Unity without me knowing why..*sigh*
... so... never mind.
Im using AC 1.45a and Unity4.6.3f1Not sure what screenshots you need really... Heres the trigger..(Image)
And heres the player
If you have any clues Id be grateful.. but its all a bit crap now, cos I have another problem.. that was working yester…
Ill check... maybe...Makes me worried, not cos of this scene, but in my main scene that I have discussed before, is divided into areas, these areas are entered by entering HUGE sphere coliders, at most times in the game you are within one or other o…
EDIT: This is very odd..
I know now that its something to do with my player prefab.
(I know also that I was wrong above about the UFPS camera NOT being used...)
I got an older version of the prefab from Dropbox (my slightly crap back-up plan er..)
a…
Yeah I tried that, and it didnt work for me... :(However THAT prefab was NOT in a resources folder, no I DONT need to save. its a one time thing.
And incidentely, if i get this to work, one thing I also couldnt see was WHERE does that object appear?…
Not at my game machine right now, but I know that I created a new camera for the cutscene. CutSceneCam1 Then I made a cutscene, added the cutscene to the OnStart slot, then the first action of the cutscene was camera/switch to CutSceneCam1... which …