Ah, didn't even consider something like that. Thanks Chris for your super speedy response. I'll revisit that chapter now and let you and everyone know how I get on.
Thank you :)
Sorry @Deckard_89 I completely missed your posts. Your suggestion has worked so thank you! Ah I've been stumped on this for a while now.
Everything is working as expected. I presume that's the correct setting then for instances like this and not a …
Thanks Chris, that's really useful.
Ok, so it says the Value is False
So I also watched the Global Variables change from False to True and vice versa in the Variables Manager while playing the game.
Directly after I examine an inventory item -
O…
Hi Chris.
Yes correct Cast TT Spell is the problematic bool variable.
So I followed your instructions and tried the same steps using an additional inventory item and the same issue occurred. It only seems to happen after I've cast the TT Spell. If…
Thanks Chris!
I've been busy beavering away on my game and have been ok until recently.
That's a great idea, I will use that.
Thanks very much for the suggestion.
I've actually found a workaround I'm happy with. I 'killed' the 'use' action list if the global variable for reading it first wasn't set to true. The player then says a line prompting the spell to be read which is then activated when it's actually r…
Just for everyone's benefit. The issue I was having was to do with the HeadDirection and IsTalking layers. Their weights were set to zero when they should've been set to one! Now only the active head is visible in the game.
Thanks Chris, total supe…
Thanks Chris.
It's not so much the head bobbing, it's her hair that bobs but noted about the syncing issue. The thought I had was to add the head animations to the body animations and manually adjust the positions (as per screenshot below). Granted…
Hi both. Thanks for coming back to me.
Chris, movement method is 'Point and Click.
And we have the solution. It was the 'Slow movement near wall colliders' checkbox option after all. I didn't even consider that. And yeah, I used Brain prefab in t…
Thanks Bobcat and Chris.
Bobcat, I tried your suggestion of exit time to 1 and untick the box which made no difference but I thought if you untick the exit time box it would disable it anyway?
Chris,
Q. When the Idle states are playing, what is …
Chris, you are a star!
I did have a couple of rogue AudioSources in the scene. Deleting them didn't make any difference at that point but I changed the name of the SFX and attached it to the Play one-shot and bingo, all working as expected again.
…
**Update**
Ok, so I tried another clip with another interaction and it works perfectly. I'm now wondering if an earlier version of the original SFX is still playing after I deleted it? I did import a few trial versions. Perhaps it's still present a…
Perfect!! It now works as I want it to. So simple when you know how!
Thank you so much for your help on this. AC is truly one amazing bit of kit and makes game development so accessible and most importantly, fun! And the support you provide here is…
A bit more info, once the interaction to turn the taps off and the BathroomSteamFade animation is actioned I don't want either animation to play again. At the moment (even though it's not yet working) it keeps looping to the BathroomSteamAnimation. …