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PC walking on the spot when walking to marker whilst talking - how to improve/fix this?

Hi,
I'm using AC 1.71.8 with Unity 2019.2.10f1, making a 2d game.

I'm having the problem that the PC often keeps walking on the spot when it reaches a marker, particularly if it is in the middle of / starting a line of dialogue at the time.

I've tried using action lists (like this: https://imgur.com/ZIft7p5) to control the player's movement, but it isn't working consistently yet.

Q1) Do I have these boxes set up correctly to best stop the problem?
I haven't been able to discern much of a difference based on whether these boxes are checked or not.

Q2) I don't have any talking animations set up yet. Is it likely to be this that's causing it?
(I've seen that mentioned on other threads) If so then I can relax for now :smile:

Q3) Does the marker have to be all the way inside of the nav mesh to make this to work properly?
Sometimes I have them placed on the edge...

If not, where should I look for the problem / which are the relevant parameters to tweak to try to improve this?
Here are what I think are the relevant Inspector bits and bobs:

Settings Manager: https://imgur.com/fmsHACd

PC Circle Collider: https://imgur.com/VHWPenJ

Thanks.

Comments

  • Unless you have specific needs for your character's animation playback, you shouldn't have to rely on using any Character: Animate Actions to handle playback of idle/walk/talk - AC will handle that automatically.

    How that playback occurs, however, is based on your chosen animation engine. What animation engine does your character rely on, and how is it set up? Let's see some screens of their Inspector and Animator Controller.

  • It relies on Sprites Unity.

    Animator:
    https://imgur.com/7xVdZWk

    Inspector:
    https://imgur.com/y0e2Arv

  • I was referring to the Animator Controller window - not the Inspector. What animations is the character actually able to play?

    Though, your Player Inspector has "run" and "talk" animation state names - so they'll be expecting animations name "run_R", "talk_D" etc to be present in the Animator Controller. You should be getting warnings in the Console about this if they aren't.

    If these fields are set, the character will attempt to play them regardless of their presence. Clear them if you do not yet have run or talk animations.

  • Yup, that's done it. (removing the fields that didn't have animations attached)

    Great, thanks!

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