Good Evening / Morning!
I am at the house of a fellow developer who bought AC a few weeks ago and swears by it. We sat down here about 30 minutes ago and we started goofing around with it...We are all drinking and the such and he told me to give it a shot so here I am! Also, forgive me if I'm less than grammatically correct :P
So, first of all (not to sound critical), your search function is complicated lol... I searched "point and click" and got a ton of other stuff completely unrelated so when I asked him about the forum responses, he also praised it.
SO.. I dropped in a mixamo character, followed the written tutorial for animations (pretty damn cool!!) and selected "Point to Click".. welp, it didn't go where I clicked it... So I changed it to "Follow Cursor" and by God... It took right off perfectly!
So I guess my question is, for the project I'm currently working on, could I actually use the Point to Click button to "click" a raycasted location and have it play the animations correctly?
Secondly, (no so this time!) Free-Form Camera. Cameras in Unity are pretty easy and are it's backbone but I find a lot of assets don't use them correctly. Does this asset allow for true free-form camera freedom with raycasted movement / animation?
If there is already a tutorial that I didn't see or a thread I couldn't find, feel free to trout-slap me, link me and close the thread
Thanks guys/girls
Comments
Without meaning to sound pedantic, I'm assuming you mean "Point and click" rather than *to*. This method requires you to have a NavMesh set up in your scene. You have a couple of pathfinding methods when it comes to 3D - tutorials for them can be found here.
AC comes with it's own third-person camera (the "GameCamera Third Person" prefab in the Scene Manager), which supports free-form mouse movement and collision detection. However, you are still able to integrate custom camera scripts / third-party cameras into an AC scene - just attach AC's "_Camera" component onto one, and it'll be visible to AC's Managers and Actions.
You don't need to keep using the New Game Wizard to make simple changes - if you open up the Settings Manager (from the main AC Game Editor window), you can change your Movement method in there. Anything you choose in the NGW can be changed later.
The NavMeshSegments provided for Unity Navigation are only there for convenience. You can make any baked NavMesh work by placing the appropriate Collider (Terrain included) on the NavMesh layer, and flagging as "Navigation static".
If you haven't already, I would recommend going over the 3D Tutorial, as it covers the basics of working with AC. Especially if you intend to go "off-piste" with customisation, it is important to understand to know how AC works by itself beforehand.