Yeah, I'm not following what you'd call 'best practices' guidelines for my game mechanics. :P
At the end, I'm using AC, a plugin designed to make adventure games, to get lifesim behaviors from my characters, that in turn 'live' inside a really big …
Sorry to highjack this thread, but I'm not observing this behavior in my game.
I'm using this...:
(Image)
...for an NPC to move to a marker.
And all is good and dandy until the default NavMesh is changed... and that NPC changes its destination for…
I didn't use it myself yet, but you could use Unity TransparencySortMode on the Y axis.
https://docs.unity3d.com/ScriptReference/TransparencySortMode.html
I tried recalculating, yup, but it is the same.
Also, 'Move Along Path: Stop Moving' doesn't actually stop the character fully. It still wants to go to its target, even when I put the action before the teleport. Weird, right...?
I think the main pro…
Great!
And no, I don't have even a cosmetic issue with this. I've only brought it to attention just in case it could have something in common with the main problem. ;)
Thanks!
Okay then.
I have additional info that I think it may be related.
Another plugin I have is Dialogue System and it has a script component called 'Adventure Creator Bridge'. Among other things, it has a feature to switch AC GameState value to 'Dialog …
Hi again,
"Good" news. I've been able to replicate the issue with a barebones project. :P I've installed just AC 1.60.5 and PlayMaker 1.8.5 for this.
What I've done is...:* Create a hotspot called testHotspot in the scene
* Add a cube for…
It's Unity 5.5.3f1 and AC 1.60.4, and the action list is on the scene. I'll try with an asset-based one, just in case.
Also, it's not a cosmetic issue what I'm trying to overcome here, I guess I've lingered too much in the pause menu in my video. It…
I think I didn't explain my problem good enough. :P
My issue is not the Quit button not showing up. It is there when I bring up the Pause menu with Esc.
I'll attach a video in here so you can see the real nature of the problem, but the last time I …
Well, I was going to do this, but then I saw that warning about character evasion only working on the first collider, so I'll stick with changing NavMeshes manually. :P
Thank you anyway.
Mmm, problem with 'Straight to cursor' is that you actually need to click inside the NavMesh (unless I did something wrong), and my game is actually a side-scroller with very thin NavMeshes so the characters can move "on rails", but still …
Oh! So I could have one NavMesh with multiple colliders instead of turning on dozens of them!?
I'll try that asap! Thank you! :D
And yeah, it's a 2D point & click game.
Okay, I may not need a response after all.
I've activated all nav meshes, and at the tenth click the player character went all the way to another nav mesh as 100 units of distance. :))
I'll stick with the traditional way of doing things then. I gues…