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The public variable of MeshCollider in the script above is set to the collider I described in point #1.
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Yep, #1, #2 and #3 are in! #4 is easy to retain after AC updates, since the changes are contained to one script. #5 we too dropped the idea, no actual need. #6 a thing of convenience, not necessity.
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@ChrisIceBox Ok, so I'm attempting to do the same thing as in point #1 of the original post... but with a slight difference: what if my "walk-to marker" is attached to an NPC hotspot
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So I am getting another weird problem now and I am hitting a bit of a brick wall trying to debug it on my own so I thought I'd seek your wisdom once again...
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Three actionlists walk into a hotspot ...
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http://imgur.com/58wMKba,8QGLTX3,hX0lv7y,1C8HicY#0http://imgur.com/58wMKba,8QGLTX3,hX0lv7y,1C8HicY#1http://imgur.com/58wMKba,8QGLTX3,hX0lv7y,1C8HicY#2http://imgur.com/58wMKba,8QGLTX3,hX0lv7y,1C8HicY#3
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#1 is already possible with the The GameCameraAnimated prefab. While it's "Default" behaviour is to simply play back an animation once it's made active, it can also be tied to a Pat
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#1 Camera spline/pathing allowing for a camera to follow along a spline/path this is great for instances where you want a camera to follow a pre-defined path, for Example if the Brothers are exploring
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Don't apologise - if there's a problem, thanks for the alert! Setup #1 is the correct workflow, but how often does the error appear? If it's only the once, does it prevent weapons from appearing at
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Setup
#1
MainCamera: tagged "MainCamera"
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i'd die a happy man if i #1 finish it before 2030, #2 recover some of the expenses I had
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and this is the same USER menu when I am starting from scene #1 (the USER scene):
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I created another scene (#1 in Unity Build Settings) that should be used to collect User personal informations. I am using a scene and not a simple menu because I have a complex UI with interactions l
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#1, I'll look into some way of handling this - it may be possible.
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#1, This seems to be an issue of no button receiving focus when the conversation menu pops up. Is there a way to specify a 'default' button to receive focus on menu display? Perhaps through an actio
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Following #1, if a music file is already playing and I tell it to play
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#1 for answering the question
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Doorscript.cs(100,48): error CS1503: Argument `#1' cannot convert `object' expression to type `UnityEngine.Vector3'
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For #1, it was my own fault. I had the textures set to Sprite and not as Cursor in their settings.
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Also an update on question #1, the cursor wasn't showing as the Texture type was not set to "Cursor".