AC version 1.83.0
Unity version 6000.0.40f1
Yes, sorry I didn't specify, this is all on a single scene! Here's a screenshot of the Conversation object in the hierarchy and inspector:
https://imgur.com/a/fWH5WWp
I'm not sure I understand the DontDe…
Oh so it's not possible for AC menus?
I still haven't delved in Unity UI, though I'll eventually get someone to help me with that. Sorry if this is a dumb question but is it possible to transform an AC menu into Unity UI? Or do you need to create t…
Oh I just realized if I have more than one Continuous trigger for the same menu, they might clash too and it may not be able to be turned on because of the player being outside another one of them.
Oh I see! It is a bit confusing indeed, but happy to have cleared that up.
I didn't know about the template before but it's ok, the ones I made are working fine and they were easy to make, I like that I can have them pan into view. I'll just set th…
Oh sorry about that @connygy , we still have to learn how to tweak the movement to be more subtle. I believe most people didn't have any problems but I know at least one other who said the same as you.
Oh, I replaced my placeholder cube (I did have it set as player with everything needed) for the actual character FBX and it got fixed, I don't know why :#
Sorry I never answered this, i really don't understand much about the different animation engines nor trigger parameters 💀 I was able to solve this with my character duplicate for now and finished my first short project for learning the basics. I mi…
Well my friend just gave me the idea to have 2 separate models for the protagonist: One for the gameplay with the walking animation that was already working, and one specially for the cutscene. I hadn't thought of that haha.
Still, if anyone can he…
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I'm sorry, I'm not sure I understand the connection with the "portion of the screen". I thought the "Player Vicinity" setting already implied detecting whether the player is standing within certain boundaries?
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I'm so sorry, it seems I missed this part before! Now I understand perfectly, I tried it and it's working like I intended. Thank you very much ദ്ദി・ᴗ・)✧
Oh sorry, I'm not sure if i'm creating confusion by having these 2 issues dicussed here together.
The inventory part works perfectly for putting everything into one single ActionList, since I can use the Inventory: Check selected function inside it…
Thanks! That's really neat with the inventory, what I thought had to be multiple different actionlists can actually just be one with everything in it.
I finally got around to following the parameter tutorial (sorry that I'm going slowly with everyt…
Oh, that's cool! I never knew there was a properties panel there before, haha.
This seems to be exactly what I needed o:) thank you
(PS: Glad you could fix the post category!)
Is there any way to use a similar thing on an NPC's inventory interac…
Oh, I see, thanks! I thought I was doing something wrong.
it's on this tutorial https://adventurecreator.org/tutorials/my-first-cutscene and on 5.5 "Cutscenes" in the Manual
here! https://imgur.com/a/cZWF9kr I think that's everything
I imagine you mean the Input acceleration for both pitch and spin? I tried and it doesn't seem to make any difference. Same for setting them at maximum.
Hi @ChrisIceBox , thank you!
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I'm not sure if I'm doing something wrong but this has the same effect as the [hold] had, the dialogue remained there but the next one just overlapped right on top. Do I have to go into Unity UI to fix that? I w…