1. Allright, I'll keep an eye on the update details in the future.
2. I thought of that, it works except for the hotspot label. For example, I've got a sign that the player can read, and the hotspot labels shows "Read Sign", but with an it…
Nice!
This works great. I did want to select B instead, thanks for the code. (This opens up a world for me, I have never used delegates before.)
3 related questions:
1. When I already have item A selected, and try to select it again, it currently de…
A sidenote:
I am making an adventure game that's not very heavy on action gameplay mechanics. It's mostly story and AC is a huge help even though It's not very point-and-clicky.
I want the player to feel in control, I might end up building a custom …
I've got an extra script CharExtras.cs on every player/NPC which does all kinds of things like managing different sounds and water things and jumping. It also contains two public LayerMasks called groundLayerMask and waterLayerMask which I know use …
Cool.
I also added a LayerMask to the CheckCapsule code. So the characters don't get grounded when they run into the water and start floating. But I understand code like that is a bit unnecessary for vanilla AC.
Is there a good practice for overridi…
Thanks! Got it working now. Wasn't sure if they were optional or if something else was the problem. (Something else was the problem, dumb me once again.). I'm amazed at how well this all works. NPC no longer drowns himself and crosses the bridge nic…
Ahhh, after a lot of testing and comparing with Tin Pot (on which isGrounded returned correctly) and completely stripping my player prefab to the core, I noticed the only difference left was that the actual Player-object itself was on a "Player…
Running up and down slopes works that way, but after swapping those pieces of code IsGrounded(); *always* returns True. Even when jumping or falling off ledges. That doesn't seem right, does it?
(By the way, I am using IsGrounded for things like par…
Returning to this...
Even without jumping, it seems that player.IsGrounded(); is returning false quite often when walking up and down slopes. The slopes aren't very steep.
(Image)
Thanks, changing the parameter is working now, so the character can actually hold the prefabs now.
I'm having a lot of trouble getting the action to actually cycle trough the inventory properly though. My code is a mess right now and it's costing me…
Last night I rebuild my player from scratch and the Jump bool is no longer switching off mid-air. I'm pretty sure I built it exactly the same, but probably not. Thanks though!
I am however, doing things a bit hacked. In a script I turn root-motion o…
Thanks Chris.
It's good to know how it's intented before I put my own spin on it :)
I've ditched the IsGrounded bool from the animator. I'm still using char.IsGrounded() in scripts for some dust particle effects while running and stuff. I get it now…
Ok, I think I understand.
I've got a Capsule Collider attached to the player and am using direct control on the player via the AC.Player script.
Is the vertical float intented like this?* Grounded anim ---> Jumping anim [condition: Jump bool = tr…
Yes thanks. The manual is quite clear on that. I broke the rules on purpose because I wanted this Hotspot to block a few other hotspots. But when fading out the hotspot and disabling it with an action, the Hotspots 'behind' it weren't clickable. I t…
Okaaay, after lots of Hotspot enabling and disabling I found out that I animated a 2D Box Collider (disabled it with a keyframe). Should have guessed that's not allowed :) Fixed now. Thanks.