@ChrisIceBox
Bump for information on the new custom event mentioned above!
I am looking for instructions on how to get a parameter from an actionlist, then get that gameobject's parent, and return a new parameter before the actionlist runs.
So as of right now, is the only way to affect a specific prefab instance that it must have a Hotspot component directly on it? If that's the case, then I believe the multiple ID component bug would also affect it - you'd need both a Constant ID and…
I have solved this by invoking the method you pasted right after level generation is finished.
Now the problem is involving AC knowing which door to affect. Since the Hotspot is a child object of the Door, how will clicking on that Hotspot know th…
Correct - they do work as expected if I lay down the prefabs manually.
For level generation, I use DunGen:
https://assetstore.unity.com/packages/tools/utilities/dungen-15682
This places prefabs at runtime. I would have thought the ID assignment w…
Hi Chris - here is the full Inspector:
Prefab structure:
(Image)
DoorParent:
Door_Frame:
(Image)
Doors1:
DoorTrigger:
(Image)
DoorHotspot:
I only have 1 Constant ID on the prefab, on "Doors1" child.
After running my level g…
I went ahead and made my own in Playmaker.
I am attaching this method below for anyone in the future running into this issue.
First, make an FSM and attach it your Player.
Make 2 Events (ACMotion and OpsiveMotion) that can be called from AC.
(Ima…
Actually, that doesn't seem to work even.
For AC movement to happen, it seems you have to switch Animation settings -> Animation Engine to "Mecanim" from Custom, and Animation Settings -> Motion control from "Manual" to &q…
But if I'm using a custom movement system, do you mean to use the "System change" actions to switch to AC, Walk to the point, and then System change back to Custom?
That was going to be my last resort if that works. Was hoping there wa…