Thank you Chris,
I am not using root motion during gameplay, but I managed to get it to work by doing the following, as you suggested.:
private void OnCharacterExitTimeline(Char character, PlayableDirector director, int trackIndex) …
Quick update, following your suggestion worked. It's not as bad as i thought it would have been, it's just a matter of staying very focused when tweaking teleportation Actions.
Thanks a lot for your help!
Hi Chris,
The problem is not with "how many doors one door can lead to", but "how quickly can I link doors together without having to reassign all the positioning markers in it?".
It really is "only assign the single "…
Hello Chris,
the problem i have with manually linking markers to an AL is that it becomes overly complicated when you have several doors in the level, or when you want to rewire doors to one another.
The more doors i have, the more markers i have, …
Thanks Chris,
I think my use case is slightly different from the one covered in the tutorial.
In my prototype, doors function like portals and not like simple doors.
Entering door A, will teleport the player to door B, which is somewhere else in t…
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This worked!
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I am not sure i follow you in this case. What happens if i have multiple doors in the scene (all with multiple markers, e.g: Marker_In, Marker_Out, etc)? How do i modify the "target" parameters on the go? Wou…
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Yes, the current Character>MoveToPoint action allows you to manually specify a marker and have the character teleport to it, but since i am planning to have loads of doors the character can teleport to, i want to make this less tedious to…
Update:
If i run the action above and observe the character from Unity's viewport, rather than from the Game View, the character actually reaches the destination point, even though in the Game view it still appears to be stuck.
Can this be related…
I am trying to build a custom Character>MoveToPoint because i need to pass to the action the parameters of the destination GameObject, not those of the GameObject where the interaction starts from.
Also, from my understanding, MoveToPoint only …
Digged deeper,
appartenly i have misunderstood the entire "move to point" action.
What i want is the character to pathfind to the final destionation and the action to wait till this operation is finished before moving on.
Chris, what wo…
Update, I have found a custom action that does something similar to what I need.
https://adventure-creator.fandom.com/wiki/Change_a_menu%27s_%22Appear_type%22_at_runtime
I have modified it to change the PositionType and it works as expected.
So m…
Thanks Chris,
I have tried using the "Slow movement near walls?" feature in a blank AC project, using the "Brain2D_SpritesUnityComplex" but it seems like my setup is not working.
* Direct Controls;
* 3d Game;
* Removed 2d rigid …
Hey Chris,
This is for a 3d game but I am using a 2d character (Sprites Unity).
You are right, disabling inputs blocks the character.
Another issue, using this method, is that even though the character stops moving, the sprite keeps playing the wa…
Hello Chris,
I have discovered another bug/unexpected behaviour with the interaction menu when using the following setup:
* Direct controls;
* Interaction Method: Choose Hotspot then Interaction;
* Select Interaction by: Clicking Menu;
* Show/hide …
This is what ultimately worked for me.
I am glad I can use/simulate multiple hotspot types, it allows for extra customisation and a clearer design.
Thanks Chris!
using UnityEngine; using AC; public class HotspotMenuLocker : MonoBehaviou…
Appear type is currently OnHotspot for both menus.
I have turned it to manual and used the TurnOn/TurnOff code, which made it work.
However now the menus won't disappear as I am not quite sure how to use the EventManager.OnHotspotDeselect delegate.