Ahh! Amazing.
So I just created an Empty Game Object for each character, called its subsMarker, placed it as a child of my character's root object, positioned it where I wanted the speech to appear and it did! This has totally fixed my problem. Tha…
Hi Chris,
It's nice to read you again. It's really wonderful how many games have developed in the last couple of years and incredible that you're still developing AC. The current showreel is awesome! Hats off.
Thanks for that tip. I have plugged t…
Hello
I've not been active here for some while now. It's nice to be back. It's nice to feel that I learned a lot the first time around. I've been working on a very small game this time - using Unity 2020.3.32f1 / AC 1.79.1
I've been exploring how …
Aha. OK, that makes sense, yes, I see. So I can give the menu's inventory box a specific name and then use a script like this to trigger an action list.
Coolio, thanks Chris. I will report back when it is underway...
heh heh. Ah - 'nice to have lists'! I just added 'little squirmy flowers that respond to the stink cloud' to mine. Sounds good.
I wasn't suggesting auto-alphabeticising, rather that it could be a settings option that the editor could choose to appl…
Great, thanks. That last tip is very useful.
Using Menu: Change state - Lock with Appear type: Except when paused means that now the Inventory stays open when the player examines items and I only have to lock it during cutscenes, which seems like a…
Hahumm. Well, this is proving a bit more tricky for me than I thought.
My problem is this - I want the inventory to be turned OFF during cutscenes, but ON during inventory interactions. And sometimes I want to turn the Inventory ON to show that an …
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Oh no!
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Not quite - now the player character is staying within the bounding box of the nav mesh, rather than wandering, only it is transposed upwards.
It is occuring after the 'stripping'. I'm not sure where I should look for the p…
Of course:
When I change the Nav Meshes Character Evasion to none, the player character now stays within a shape with a volume the same as the navmesh - it will no longer wander to the other nav mesh -
but it is transposed upwards by approximately…
Aha. OK. You're welcome.
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I've done that, and the player character still won't stand in its nav mesh,
but I'm happy to wait for the next release.
Thanks.
Thanks for that last nugget, @Snebjorn - GitHub's desktop client seems fine, you're right. I appear to be just about up and running! Woop. This video was very helpful for anyone looking to do the same - https://youtube.com/watch?v=qpXxcvS-g3g
A re…
Ah, interesting! Thanks, @Snebjorn.
I was asking around on the Discord and just had a recommendation for Unity Collaborate. At 9Bucks a month I was a bit dubious.
I guess I will look back at Github again. Is it not a complete pain in the neck havi…
Here is an old thread that it would be helpful to have updated.
Does anyone have any thoughts on this subject in 2020? I have no idea how to get started with backing up my project in a more sophisticated way than dropboxing...
What are YOU doing a…
This is the original player.
I have tried it with both Active Player and the Specific Player selected, neither makes a difference.
The player's sorting value is set to 0. They are using a Follow Sorting Map component, which has Follow Default Sorti…