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danielvierna

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danielvierna
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  • Sent the project. I’m not really looking for promises but I believe you’ll be able to find out why the Active Hotspot is null on an Android device. Thank you very much!
  • Thanks Alverik and Chris, Alverik, thank you very much for your insights. I will definitely go over them more thoroughly in the near future and see if they apply to Google VR as well. Chris, my Hotspot detection method is set to Mouse Over. As for …
  • Sorry to resurrect this old thread but I'm having some performance issues with my current AC game and I came by it while searching the forum for a solution. Has any thought been given to 10FingerArmy's suggestion to query the inputs in a Start metho…
  • My Interaction menu's Appear type is set to Manual so it doesn't open automatically. I would like to decide in the handler for the Click event whether to open the Interaction menu manually or not depending on some logic. By the way, I did spot some …
  • Unfortunately not. The handler for the said click event is to decide whether to display the Interaction Menu or not so I can't use this either. Unity does offer ways to do this but for the sake of completeness, I do believe EventManager should offer…
  • I saw that event but unfortunately it is not what I need. In Interaction method: "Choose Hotspot Then Interaction" and See Interactions with: "Click On Hotspot", you first click the hotspot to see the interaction menu. This is th…
  • Hmm... I read section 4.6 of the manual but I'm not sure I follow. How can a custom camera be used for Point And Click movement from a first-person perspective? Can you please elaborate a bit on that?
  • Thanks, it's good to be back! :) My "Select Interactions by" is set to "Clicking Menu". So I created a new Unity UI interaction menu, made it a prefab, set its "Position Type" to "Manual" and registered to rec…
  • Hi Marco, The game looks great and I like your previous games as well so you've got my vote on Greenlight. I've been using Adventure Creator for a few years now and I completely share your view about how great this toolkit is. Keep up the good work,…
  • Hi Nick (Nicu?), Great looking game, really! I've been chatting with Liviu about it the other day and I backed it on Kickstarter. I hope many others will do the same. Wish you the best of luck! :) Daniel.
  • Thanks! It's perfectly understandable, take your time looking into this. Being framerate independent is a very important issue as we can never know how fast our games will run on any given end-user machine so the game must not make any assumptions i…
  • No prob. I change the framerate by turning on and off some heavy real-time lighting but you can try using Application.targetFrameRate to change it.
  • Update: I tested the game at high framerates and suddenly it's bullseye! The player consistently hits the *exact* position of the target marker when super-accurate mode is enabled. What does it mean?
  • That's weird, you are using Fuse characters as well, right? I have pretty much the same setup  and my characters climb stairs effortlessly. They found it difficult to climb stairs before I enabled "Is Kinematic" but after I did and after I…
  • @themightyzq - What do you mean by "doesn't work well"? Do you mean the characters keep walking in place instead of actually climbing the stairs or something else? Would enabling "Is Kinematic" in the Rigidbody in that case work …
  • Yes, the problem is while walking, not running. One other thing, I noticed the problem occurs more at low framerates. That's when the spin-o-rama starts. I'm not set up for creating a video at the moment but what would you like to see in a screensho…
  • I'm not sure what's the exact info you need so I'll give you everything that might be of interest. The character's fbx states that the Scale Factor is 1 and the File Scale is 0.01. The Height in the character's capsule collider is 1.8, the Radius is…
  • Thanks, Chris. I'm already using version 1.49a and have tested the "super-accurate" experimental feature as well. Unfortunately the results are the same. Either he stops at a position that is not *exactly* like the marker's or he goes into…
  • Hi themightyzq (Zack, right?), Believe me, I feel your pain regarding the inconsistencies in movements... If you don’t mind me asking, though, what’s the reason you feel compelled to use a Character Controller instead of the default Rigidbody + Caps…
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