I'm not entirely sure what you mean. Below is an example of my scene.
Just for clarification, I'm using the choose interaction then hotspot method and also using the unity navigation pathfinding method, with navmesh segments.
Whenever I try to put a…
I've found that updating AC will override the old version automatically, so there is no need to delete the folder.
HOWEVER:
Make sure that if you have any custom managers (menu manager, inventory manager, variables manager, etc.) to save them in a …
That looks pretty nice. Question though- will we still be able to copy/paste multiple actions as in the previous action list editor? I've found that to be a very handy feature.
I recently created a torch for my player, which is the same idea, right? It's pretty straightforward:
Once you have the flashlight model, you can create a spotlight and parent it to the flashlight in the editor. Then you just adjust the position, si…
Hmmm I'm not sure I have the necessary scripting skills for this, but I guess I'll give it a try. I think I have an idea of how to go about it- I'm going to try to use parts of the transform object action and the clickmarker script to make a new act…
Thanks, I'll see if I can figure out how to set up that action.
However, I was under the impression that when a button is present on the screen it acts a barrier to raycasts. The click location is detected via raycast, right? Would the click locatio…
Ah I assumed it would just pause the game as it normally does. I tested that out, and I finally found the problem.
So previously, the timer cutscene was called at the end of the RoomEnter cutscene, which I had set to run on the scene start.
At the …
Ah thanks, I didn't know about that. And no, AC is not disabled at any point in the project. But the show active action list menu certainly helps pinpoint my issue- I have a cutscene which acts as a timer, with the following action list: http://far…