This is an issue I'm as well interested, since updates are not straight forward and we need to change some things. Hope @Chris could share the way to make the most clean update
Thanks to ask
Baking in Unity 5 is hard and needs several hours to manage all the issues.
I finaly get what I want about it with one exception: get mixed lights working on dynamic objects in iOS. After asking in unity forums I see there's a serious bug that make …
Hi Chris,
I'm trying to increase Min. move speed (MMS). I see that if I push the block walking/running differs. For example, If I walk with MMS = .7 sound doesn't reproduce, for the same MMS value and running, the sound is played, but in a loop.
I …
Hi Chris,
sorry, but I that's not what I want. I want the user walk (one touch) or run (double touch).But without obstacles modifying the behaviour from run to walk.
This is not a bug for you? Is the normal behaviour? (I think it could be a checkbox…
I found what seems a bug with sounds in draggables. Logged it here: http://www.adventurecreator.org/forum/discussion/3931/sound-bug-with-a-draggable-sounds-never-stop-from-playing
Thanks
I was debugging and tweaking right now, but nothing strange.Speed changes as expected since there's a change from walk to run and viceversa.I think the problem is between mecanim params and pathfinding.
As a final test I change the player to Tin Pot…
Ok. The stuck problem is fixed. Now I have an accurate movement with point and click and the player gets all places with path finding. But... my problem now is that player goes from "RUN" to "WALK" when is near obstacles.
I'm goi…
Thanks Snebjorn, I must say that I found a way to get rid of this problem. Configuring "Movement Settings".
But I continue considering this a bug, since the player doesn't have a dead end and I think all configs should not affect the playe…
It seems like velocity was the root of troubles. If walk, the player could maneuver right through the path. But running is to quick and can pass some corners :?
Hi Mark,
I recommend you to check Final IK asset for Unity and in concrete Interaction examples. You can reuse your idle-walk-run animations while changing an arm to hold the torch.
No, I have a normal setup and my player is holding the all scripts at the root top node. I have yet not tested interaction script in Final IK, but I assume all goes at the same level.
About Skele, this is a nice video that shows how you make a copy of some animation and modify inside Unity:
https://www.youtube.com/watch?v=4KqTHMxta20
For me Mixamo is not a solution. I was digging searching for some animation that could fit my needs and never found nothing useful, I think I have some free anims, but can't use them as I don't find what I need.