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ramboaslak

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ramboaslak
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  • That actually might be the reason why this happens: some of the nodes are under the terrain and some quite high. I'll adjust the nodes to hit the ground. I reckon they should rather be above than below the terrain? I thought this wouldn't matter, b…
  • This behavior occurs in two separate projects. I use terrain in both, and AC player characters which have been made with the Character Wizard. Navmesh is baked in both terrains. Both projects also use Cinemachine. The usually happens when the direct…
  • Cool! So Snap to Nearest will fix this? Were you able to recreate the random freezing of movement?
  • I have a trigger that changes camera and locks a player to a path on entry and then disables itself. Here's the trigger's setup and actionlist: https://drive.google.com/file/d/1Z6CHci8zFazvcRFG-K_xyOfNssS-etfc/view?usp=sharing I have an intersectio…
  • Oh, and the AC version I'm currently using is 1.74, and I'm working with AC player player character (not UCC)
  • Hi Chris! I'm still experiencing some issues with AC paths. When using Lock to Path action's "snap to node" tool and assigning the last node of the path the console outputs this error: Invalid node target - cannot update pathfinding on AC…
  • Okay, I'm making some progress with my project. I recently integrated UCC to work as a character controller. My question is that how can I make the UCC/AC player character to walk on AC path while Cinemachine dolly track camera is tracking the playe…
  • Hello everyone! I successfully integrated UCC with Adventure Creator during the weekend. It provides a near perfect solution for my side scroller type of game in terms of camera, but there's one thing I can't figure out. I'm using the Pseudo 3D (2,5…
  • Hello again! We're designing some platforming elements to our game, and I realised the character can't jump when locked to a path. Would jumping be somehow possible in this kind of scenario? We'd like the player to be able to jump on and over roc…
  • That did the trick, thanks again! :)
  • That would be super amazing. Is there any workaround to fix this in the current version of AC?
  • Hello! I'm slowly making progress with my project, but I have another issue with paths, I hope you guys can help me. So, there needs to be junctions on the island. The player is dropped from the path when he reaches the junction. Every junction is b…
  • Wow, I can't thank you enough, this works like charm!
  • Thanks for your reply, but this is not exactly what I was looking for Here's how the camera should work: https://drive.google.com/file/d/1ptEJePpRnMm89unNAJkavxzEzuTooghz/view?usp=sharing So basically the child object should rotate with the player…
  • Okay, I'm once again back with this :smiley: Cinemachine's third person camera can be used instead of the dolly track. I have an empty game object as a child of the player, which the camera follows and looks at. This works great except when I tu…
  • Hello again! I'm reasonably happy with the Cinemachine, but is it possible to configure the dolly track camera with AC so that it would keep a set distance from the player character on the path? This is basically the only issue I'm currently strugg…
  • Cinemachine Dolly did the trick! Thanks again for your help, the camera works like a charm now!
  • I tried dabblibg with different camera setups, but having a camera that would align itself on the path the player is moving would probably be the best solution to this. Then it would keep the set distance of the character in all occasions, as it wou…
  • I tried the oval approach, but there's so much height differences in the scene as well as sharp turns (see here: https://drive.google.com/file/d/1tumvCNqHiHcwKYeT5UBliYalBqIISCD1/view?usp=sharing) so I wasn't able to get it working correctly. At the…
  • So it's not possible to have a single camera to be pointed directly towards the character on a side view where it would maintain the it's distance and side view direction towards the player in all circumstances? I've tried messing around with the ga…
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