Is it because AC doesn't gather text from ALs that are passed in a parameter? If so, it would be nice to have the option to specify one ore more folders, to gather text from all the ALs, that are inside.
No I have a action list that contains the normal AC: Play speech actions, but instead of running them directly with ActionList: Run (which is gatered), I created a wrapper actionlist, which takes parameters (including the dialogue-action list I want…
I got the following error message whenever I click on entries in the ActionsManager:
Instance of ActionEvent couldn't be created. The the script class needs to derive from ScriptableObject.
UnityEngine.ScriptableObject:CreateInstance(String)
AC.Adv…
Ok, thank you :) By the way. Is there a way to only remap a specific Track? It would be great to have a common "Master Timeline" for example, and only remap a sub-timeline (Control-Track)? As far as I understood, currently everything is re…
Regarding Timeline: As far as I know, the timeline Marker Track is not meant to be remapped (It doesnt't have a slot and it's always there), so I think a good option would be to skip that one entirely for the action (so index 1 becomes index 0) or m…
Here is another one by the way: The object: visibility action doesn't make the objects invisible anymore.
Maybe it would make sense to make a seperate forum section for bleeding edge peoples beta bug discoveries? ;) Or what would be the preferred wa…
Hi Chris, I'm not actually sure if it's because of the update or just the machine I'm working on currently (will test in the office tomorrow), but the constant ids of objects in my scenes are recreated once I load the scene in editor (which prevents…
Good news is it is fixed now, although in a rather strange way... I added animation events to the walkcycle and suddenly everything was working as it was before.. maybe reimporting the animation was the solution? Its also strange that the same thing…
It's really strange, Tin pot works normal, even when I click on root motion in the animator, he doesn't move then obviously, but the parameter in his animator is set to the right value
https://imgur.com/a/qp0R3 Here are Screenshots of Harolds Inspector, the NPCs are set up similarly when it comes to the values and the animator, but they use a rigidbody and capsule collider
Yes it is, but my speed parameter in the animator, which goes from 0 to 1, blends through animations from walk to run. The way it worked until I updated was, that the Speed parameter was clamped based on the walk speed scale value (in my case 0.6) a…
Yes I'm relying on root motion and using Unitys Character Controller. Will post images of the players inspector once i'm in the office. I was using 1.60.4 before, and interestingly it's not only the player character, but also NPCs which are affected…
Dear Chris,
The Problem is, that the cinemachine Brain seems to need an active camera component to work, so making a game camera out of the brain doesn't work (as a game camera should have a deactivated camera component) So right now the only option…
Dear Chris,I'm also using cinemachine now, i just made the cinemachine brain the main camera and controlling the cameramovement & transitions by activating/deactivating cameras. I'm using the activate/deactivate actions that were posted in this …