Chris got back to me and told me to remove the NavMeshAgent from my Player. That solved the problem with the saving and loading. Then I payed closer attention to the 3D tutorial and was able to get the Player up and down the stairs with collision cu…
Yes. I place the player on different x & z coordinates before starting and they match the player start coordinates when I start the game, but the y axis only changes to the upper floor, not the lower floor where the player start is.
Thanks Chris. I've removed the Remember Scripts from the navmeshes but kept the varchange and load cutscenes based on the KickStarter code for navmesh initialization.
The problem I am having isn't limited to save and load; If I place the player mode…
The floor colliders were indeed a bit thin. I have thickened them but the problem is still there.It's not that the player always appears on the ground floor, but on the same floor he was on before the load. Whether it is the ground floor or the firs…
Thanks Chris. It's a lot clearer now and it's almost working. I will raise another question if I can't figure out how to stop the hotspots from becoming deactivated, but I will try to figure it out for myself first.
I am using v1.46d. I need to switch hotspot visibility between two cameras dynamically as I have one scene with several rooms connected by doorways. Each room has a a camera and I can get the camera to switch using triggers as you show in your tutor…
I'm afraid that didn't work either. This is the simplified code:using UnityEngine;using System.Collections;namespace AC {
public class SetLimitCamera : MonoBehaviour { void Start () {
}
void Update () {
} void SetLimitCam (int on) { if…