Hm, that gives me an idea about using a scipt to adjust things frame-by-frame within the animation itself.
I am indeed up to date on AC, but in taking a slightly different aesthetic approach, I think I can probably get around worrying about this is…
Thanks! My experiments in rotoscoping seem to be working out so far.
On your suggestion, I had a go altering the vertical movement factor, and unticking the "Character rotations affected by Vertical Movement Factor" box below it, unfortun…
Both - in gameplay terms, I've got the character facing directions (e.g. "face upwards to face downwards"), but am using degrees to measure how quickly the turn is taking place
So, essentially I've got a turning animation, which covers al…
The text type I'm gathering in my implementation is TextType.Custom, since I've pretty much just adapted the example code.
It's the first time that I've gathered things in this project (this one was started from scratch yesterday, using the 1.70.4 …
You can certainly make games top-down, a few of my early AC experiments were isometric in a similar sense.
(Image)
Following on from that, I was also using a separate third person controller for this project, though that was one I'd put together …
It's working, fantastic! I've gotten it to look for a marker on the characters' chests, otherwise the arrow seems to think their feet are talking.
Thanks for your support!
Yep, that sorted it. Moving the root object of the "character" to default, while keeping the child body-model object on the realtime lighting layer has sorted it out. Don't you just love it when people figure things out for themselves?
Ooh, I think I've done a silly - could it be because I'm not using the "default" layer for the characters? We've been putting them on a different layer for real-time lighting.
It is certainly possible! I've been doing something like that myself with one of my test projects. In the AC Game Editor's "Settings" tab, under "Interface Settings", you can change the input method to "Keyboard or Controlle…
It's me, I'm being a doofus here - in my idle state machine (set up to randomise idle animations), there's a trigger set up so that when the "IsTalking" bool is active, it won't do any of the unusual idles (stretching, picking nose), and w…
Can do! For starters, my Unity is 2017.3.0f3 (64 bit), and my AC is 1.60.7
The new canvas created is unrelated to the pause menu, just a completely empty canvas in the _UI part of the hierarchy. Originally, I'd gotten as far as making the machinery …
I'm using AC 1.59, with the 2017.1.0f3 personal Unity.
Checking through my various menus, and building a new one from scratch, I have left the menus as not Enabled on Start, and also Start Game Locked Off to see if it helps to make AC stop looking f…