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Alverik

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Alverik
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  • Really nice art
  • There are lots of ways to plan a game, but like Chris said a good part of the development involves improvising (usually towards a goal). Creating a GDD, be it short or long, will help you solidify your idea (it's also useful to communicate the idea …
  • Like Chris said stick to meters to make sure your scale is correct in Unity. If you are making a modular kit then try to stick to your base grid unit. I usually go by a 2x2 squares grid when doing modular pieces (most pieces need to fit inside that …
  • Sorry, I mis-remembered the name of the option. Anyway, let's make something clear, are you actually using a third party character controller? or did you just mean you are using an input integration to use a virtual joystick with your AC Player? If …
  • @voceradio To avoid AC's Player or NPC scripts from controlling the character you need to go to the Animation Settings section in the Player/NPC scripts and set Animation engine to Custom, and Motion control to None. If GAIA uses a different charac…
  • @Scimajor Umm, well, I'm can't recall if Mixamo animations use Unity's Humanoid skeleton, just in case double check with a Mixamo character. Anyway, do play around with your Animator controller and the speed parameters in the AC player script. Foot …
  • All plugin's menus won't appear until you get rid of all compilation errors. The broken assembly message may mean there's a problem with the project in the first place. You may want to try making a new project then move the stuff in your assets fold…
  • (Quote from the 3D game kit's producer Aurore: This project is made to be used in Legacy at the moment, there is a way to get it working with Lightweight but we have not documented it. The next projects we release will be in a Render Pipeline though…
  • By the way, now that I think about it, I remember reading in the Unity forums that the 3D game kit is still using the legacy pipeline, not the HDRP or the LWRP (which have rendering optimizations).
  • @shredingskin You have a few unfair opinions... Why separate HDRP from LWRP? Because it would become a mess internally (like the old pipeline). I work on VR projects trying to aim for 3 types of Rigs at the same time and that alone becomes a pain …
  • Since the last update, the AC forum marks comments that have been edited about 3 times as Spam, happened to me before. Wait until Chris approves your post.
  • If you want to become a good Unity game developer you MUST learn to use the unity editor well, period. But don't get confused, 95% of the Unity editor's functionality doesn't need any coding to be used. Working with Audio, Animation, level design, L…
  • Rght, using AC's ISave Interface is rather effective in most cases. I haven't really used string parsing in a long, long time though, but I thought showing an example might be helpful to someone, haha. Anyway, I do prefer Binary Serialization when t…
  • That's a basic Serializer class (it will create a save file for you). It works on Generics so it can take any serializable class you throw at it (as long as the types are serializable), only downside is that you have to make sure to use AC's save ev…
  • using System;using System.IO; using UnityEngine; using System.Runtime.Serialization.Formatters.Binary; /*  * Saves any class.  *   * Example usage:  * Serializer.Save(filenameWithExtension, exampleClass);  * ExampleClass exampleClass = Seria…
  • That can work nicely in some cases, but you have to be careful not to overwrite the data in the variables manager. But, if the data gets longer and longer it's probably better to do a binary serialization.
  • void UpdateAcGlobal(Date date)         {             //updates only specified date             string data = date.MonthDay + "," +                           (int)date.WeekDay + "," +                           (int)date.Month + "," +           …
  • @HarryOminous Yeah, I've tried parsing data into regular old strings in the past too, like: 
  • Try checking your game state, and also look at the console for errors. You can get AC to show what actionlists are running by going into the Game Editor, Settings tab and enabling "List Active Actionlists in Game Window". You could have an actionlis…
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