@ChrisIceBox
First time I've have had some spare time to get back in Unity since your advice so I've only just got to implementing it! Out of interest is it best to state Using AC; at the top of the script or change the HotspotDetection.MouseOver; …
@ChrisIceBox
Thanks, I'll check this out tonight. I may well be trying to make this too complicated and may well revert back to having one hotspot detection system throughout however I definitely wish to pursue the option to see if I can get it work…
@ChrisIceBox
Thanks again for the response, I really can't explain how useful this forum and your constant support is (it's as valuable as the fantastic asset itself)!
Essentially changing at runtime via a custom script sounds like the way to go, I'…
@ChrisIceBox
Chris as requested below is a link to a screenshot of the action lists (shows the OnStart cutscene that sets NPC on Path A, shows the cutscene that plays when they reach end of Path A to start them on Path B and then the cutscene that …
@ChrisIceBox
Once again thank you very much for the quick support, good to know that you have managed to recreate the issue so I will not fudge a workaround in the meantime!
As for the second issue I will post a new discussion later today (I belie…
@ChrisIceBox
Thanks again for your quick support. I'm still however running into the same problem as before, when the second NPC enters the trigger it runs the newly converted actionlist asset however I'm guessing that actionlist assets can also on…
@ChrisIceBox
Firstly welcome back, I hope you had a good break mate - it was well deserved! I did indeed go down the route of linking to the Menu Manager however thanks for the additional advice (despite solving my issue by using the Menu Manage…
@netto
I ran into a similar problem a while ago, not sure you're issue is caused by the same as mine was but worth checking.
http://www.adventurecreator.org/forum/discussion/4584/resuming-path-after-running-cutscene#latest
Essentially my issue wa…
Alverik,
Yeah opening two scenes at the same time always previously worked fine and to be honest I've used it since in 5.6 and it's worked which likely indicates that this isn't the issue however it was the only thing I could think of (because of th…
@themightyzq
Glad to hear your issues have been resolved however I use Mixamo for animations and have had no issues with animations or loading of characters into the scene when I've updated to Unity 5.6. I apologise as I'm not really adding anything…
@Alverik
Thanks again for the quick response. I'm using the latest versions of Unity and AC, only recently updated both which might explain the issue since you say that you experienced something similar (with corrupt data) when you updated however u…
@Alverik
Thanks for the quick response in Chris' absence. I believe you've sort of backed up my initial thoughts as to why it wasn't working. The text is simply a text component on a gameobject and is not part of the UI/menu system at all, so I'm g…
Chris - Just a quick update, I ran into a separate issue that I've 'solved' however I would like your input. I further amended the logic for the above action lists and at one point I had ActionList A that would set NPC A to walk along Path A, at the…
Chris - I'm confused, got back and it now works? I initially clicked the option to List active ActionLists in Game window? (which by the way is an excellent debugging tool that I've somehow missed) and everything seemed to work as expected. I really…
Chris - I'll have a look when I get back home. The NPC reaches the marker fine however once there they just hang at that point. It is a scene action list, I'll check if the action list is running when it shouldn't be and report back (I'll also inclu…
Chris, yeah the more I dug the more I thought that the Variable: Run Sequence was working correctly and I had just misunderstood its function. Thanks for confirming - the run sequence should be of use for me in the future and the pop up variable is …
@Snebjorn - In a way I did however I was struggling with exactly how to carry out the check on whether the map key is pressed or not without any scripting (as you have likely already figured out I'm not too experienced so avoid scripting at all cost…