Wow that worked perfectly, just as you described, thank you!! By setting the pathfind update time, straight to cursor works great. I was also able to get direct movement working too! I just have to set it before playtime.
For straight to cursor tho…
Also! I'm on AC 1.77.4 and Unity 2022.3.6f1 (always forget to give context, sorry!) While doing some testing, forget what I said earlier, if I use a previous player prefab that uses the built-in system she moves again. (But with a lot of the problem…
Sorry this wasn't a very good post asking for help, there definitely wasn't enough context to get help. But I figured it out by creating some simpler action lists as tests, which worked fine. I realized what was happening is that there's a starting …
Ah sorry, I should have included the version number, sorry for the lack of context: 1.72.2
I also tried creating a new branch in Git and upgraded to 1.77.4 (which was probably overdue anyway, and so far in our testing is working great, no issues.)
…
Aha! I get it, ok that makes perfect sense and sounds much better than what I've implemented. That's exactly the info I needed, thank you so much for your help!!
Aha, gotcha. Yeah in this case it's our character is going close up to a photo of a silhouette of a woman wearing a veil. It's basically sign-posting because you have to recreate the side view of her during a puzzle. So the player should be able to …
That's awesome, perfect, thank you for responding with such a detailed answer, that's exactly the info I needed! I especially like the first option, I try to work within the AC framework as best as possible for any extensions.
Sorry to keep following up on my own thread... It looks like, 'lastclickedinstance' only counts for the primary click (select), not secondary (examine).
Is there a way to see the last 'examined' item in the same way?
Shoot, posted too soon and found this in the scripting guide already.
I think the way to do this would be to call "lastClickedInstance". I can just open my 3D viewer menu, then check lastClickedInstance for the instance of the inventory i…
I just wanted to quickly confirm that the v1.72.0 fix for Rogo LipSync works perfectly!
At first I thought it wasn't showing the subtitles correctly, but I realized that you must set subtitles to 'On' to show both speech and text subtitles. In case…
Hi @ChrisIceBox ! I saw that you released a new version, 1.72, but I didn't see in the changelog any mention of this issue. Is this still an issue you're hoping to address?
Ah, sorry for posting in an unrelated thread, then!
Yes, you're exactly right. That makes sense as to why it wouldn't be able to anticipate it. I created a reusable Actionlist for picking up items with parameters for an inventory item, animation to…
Sorry to post in an older thread, but I noticed that this has been added but it doesn't appear in the 'gathered text' manager if you add dialogue through a parameter. Is this expected behavior? (If so would it be best to just prepend the 'actionlist…
That's awesome, thank you!
Also, I don't want to muck up the technical forum with gushing but thank you for creating AC, I love it. On top of being such a good tool, I really appreciate how well it's supported. I wrote a long thank you but slightly…