If I'm understanding you correctly, what you are suggesting is very doable with AC.
You can set up a cutscene so that it is running in the background, and not pausing gameplay, which will allow you to interact with items while the cutscene is happen…
This gave me an idea- building on the concept of switching portraits, do you think it would be possible to add a feature in which the portraits cycle through maybe 10-15 standard graphics in order to simulate the character speaking?
Meaning, create…
I'm using UnityNavigation on a terrain scene, and I think I figured out the best way to do it-
You lay down your navmesh segments where you want them to be, and make sure that they are above the terrain as much as you can. Little hills where it goes…
Actually, I'm doing it in two ways:
I have menu buttons for choosing the character class, and clicking one of these button runs an action list where one of the actions shows the appropriate menu elements. I noticed this wasn't working for all the s…
Yes, that is what is happening, but skipping like that DOES work when there is no pause game action in the loop. So I suppose it's related to that action?
I set up something pretty similar in my game. You set a variable called "time" or "seconds" or whatever you want.
Then you set up a cutscene called "timer" for instance to run in the background, and the only two action…
That's fine, I found an easy enough workaround. I'm also thinking about making life simpler in general and setting up a "background" script for each camera- meaning an unhandled interaction for each type of interaction and for each camera,…
In the formula box, and also in the inspector for each individual action in an inv/menu actionlist. It looks like even though the token is replaced in those, the formula does still work as it should the first time it is run.
So even though [var:1] i…
You can also do it with variables, if you want to keep the scenes separate.
In scene 1, run your cutscene, and end it with a scene change action, but right before that action, set a variable like TVon = true.
Then when scene 2 is run, set up a cut…
Correct me if I'm wrong, but can't you also add a movable script to some of your navmesh segments so that you can have them move into the desired position (say from x=100 to x=0) when your light switch action takes place?
In other words, start the …