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AdventureFan

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AdventureFan
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  • Feels like the cost of a new unity version is getting everyone's projects set back a year as we wait for fixes. :D I can't wait until there's a truly finished 5.x and then (I hope to god) I don't update it again with current projects.
  • Well I tried setting up my controller in new scene and it does the same thing. Tin Pot can strafe with mecanim on, but there's no animator for Tin Pot so it's not the same thing. But my character with movement animator can only move if the anims are…
  • When I set it to that, the 'w''a''d' keys all generate forward movement only There are just transitions on the animator right now though, I have to build a blend tree anyway so once I do I'll check if that would work with just AC controlling it... …
  • Ok, I figured out a way around this via playmaker, since you can control mecanim via the parameters there. After you've created a HSpeed float in the Animator window and attached left/right strafing animations, make a new Playmaker FSM: state 1: …
  • @Snebjorn yes I built the project this morning and there's no issues with the game, so I'm not too worried. Glad you enjoy this footstep system too. I tried another footstep first that was complete junk, but this one I mentioned is fine as a startin…
  • Ok, well update for anyone interested: I got an asset called Smart Footstep System running now, because I liked the demo. It's super cheap, and it does most of what I wanted. So the way I used it was actually use it with AC was use the third pers…
  • So along the same lines, does anyone know a good WORKING system for changing footsteps by terrain texture / floor texture in their AC project yet? (Especially needed in first person games that use terrain) There are many solutions out there if you …
  • Would it work for your blocky font to use point filtering instead? http://answers.unity3d.com/questions/476659/i-want-pixelated-unicode-text-need-suggestions.html
  • That's cool. I wonder if we can edit it to have both panning and zooming though and use some other keys. Even pgup,pgdown or arrow keys for panning.
  • You might want to look at Text Mesh Pro or Typogenic (that one is free, but not sure if that's fully 5.0 compatible) if you want super high font quality. You would have to figure out your own way to integrate them and I have no idea how easy or tric…
  • "unity itself should have a post it note style thing that you can put anywhere and leave comments on.. that would be a nice asset to write" @radiantboy Damn that would be amazing. Got me looking around for what's available. Notes, and…
  • Ah ha that seems to work pretty good, thanks. Although I was having some weird little issue where it would sometimes stall after returning to the cutscene convo for reasons I could not figure out, but after enough fiddling I seem to have a working m…
  • I find it works great with AC at this point. You can exchange variables, run an AC interaction from Playmaker, or a Playmaker state from AC. So they can work seamlessly together. You could make minigames, an array database of some other stuff, handl…
  • "Unity 5.2.0f3" @humaldo, That's newer than the last AC version compatibility is at. You can keep different versions of Unity installed if you want to do something else in a newer one, but I wouldn't port an AC project to a newer version…
  • Yes, if you don't back up your project managers it overwrites them. It's because you used the demo managers.
  • It shows you a graphical map of how a conversation object works if you pick it in your scene. Originally you had to create a new interaction for every time the character picks a dialogue a line, so it was a lot of different objects and this editor s…
  • As others have said the most helpful thing for me is to rely on some flowchart software. I use a program called MindMaple that gets the job done. However most apps aren't necessarily built for efficiency in making your games, you might want to ext…
  • Nice! For those with Autohotkey it's actually really really easy to add this kind of thing, and I realized there's full keyboard controls in the ActionList editor which makes it a breeze. For example this script for AHK makes if you hover over a n…
  • Parameters definitely make things a bit a cleaner. I think what I was really looking for was just a way for a hotspot to store its hotspot and mesh as game object variables and then I would only ever have to use a single scene actionlist for a dupl…
  • Hmm... another question... do game object parameters have to be assigned by the field of run action list in the interaction? Still seems like I need 100 different interactions because to reference the individual mesh object and the hotspot object f…
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