Thanks.
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I see. But - just to be super certain I'm doing things correctly - the walk, run and talk animations should all be on the Player sprite rather than the root, shouldn't they?
Well, I've solved this one by putting the animation of the player's sprite onto a Sprite Game Object and switching the Player Character out at this instant. I don't need any interactions whilst the animation runs so it will work out fine.
Not sure …
I'm also having this problem. I'm working in 2D. AC 1.71.4 Unity 2018.1.0f2
I used the character wizard to create the NPC so have a hotspot script attached to the sprite child of my NPC, and have tried both Box and Polygon Collidors, but the NPC is…
Ah! I have the feeling I am always asking questions on an incredibly simple level.
In this case your initial question, > How or when is "TriggerAction" being told to run?
is enough to move me forwards. Thanks.
I was assuming that Inter…
Hello. I've come back around to a similar problem to the one above. I'm looking for a bit more clarity as to why it doesn't work the way I want it to so I can understand things better.
I made a pretty picture to help: https://imgur.com/MRj0JhZ
I h…
OK, cool, that was easy. It worked exactly as you said it would. Thanks.
On reflection Inventory interactions 'single' does appear to be a more charming way to use the inventory. Thanks for flagging that up too.
Cool. Thanks, Chris, as ever, for your immediate, helpful feedback.
I'll refer back to this when I get into it more deeply.
I'm hovering over the idea at the moment - it feels like maybe going outside of what typically happens in point and clicks …
I have three entrances to the room, which has two levels, and I am also using the stairs between levels to turn on and off a whole list of hotspots - so that when you are in the top part of the room you can't access all of the hotspots at the bottom…
In case you're reading this entry in search of how to do this,
You can now affect the precise directions you want the player character to move in:
Go to 'Action Type:Character:Change rendering'
tick the 'rebuild directions' option,
choose 'Custo…
Mm, yeah, I can do that. But this means I have to copy paste the list of enable /disables to 4 different action scripts and it's just a bit of pain to keep track of.
I thought my approach would make it more efficient for me to keep it all in just o…
K k k k kool.
Thanks for all the input! I was coming to the same conclusion myself - about moving the world around the player - after having posted.
Also good to know that there is a way of faking the moving platform itself (yes, for a 2d game).
I…
AH - great relief. This is a super rookie mistake. Apologies and thanks. You're right.
When one creates a new hotspot the IsTrigger element is checked on the Box Collider 2D as default. If one then creates a polygon Collider 2D component for strang…
Hi Chris. Thanks for your fast response.
I put Brain into the scene and he had similar problems to my character - he got stuck a lot, couldn't exit the scene half the time and couldn't get through the gaps between hole and default nav mesh. Once he…
OK, can do:
For each of the menus that I wanted to switch on, I set their 'Appear type' to 'manual'.
Then, in the 'InGame' menu Action lists I used the 'Menu - change state' function to turn each of these menus on - in the 'Action list when turn o…
Hmm, I am now having some further unanticipated problems with this:
I do also have some sections where the character is walking downstairs in a cutscene.
I use Character: Change Rendering to set the direction of movement during these moments. I ha…
Yeah, exactly - during gameplay.
I had seen that was possible (with the Custom Facing Directions), and had considered creating a duplicate of the character for this part of the Scene with only the relevant directions possible.
That would be a tota…