That's all well and good and all, but that's no longer the issue; I actually figured out how to get the player object in the Timeline's animation track after instantiating using Bindings; what you're seeing above isn't a 3D model that looks like the…
Hello,
I've decided to try the last solution you mentioned.
I want to sneakily have the player character do their cutscene thing with an identical 'dummy' cutscene model and seamlessly return control back to the player with the real, identical lo…
This is what I got so far. Am I not 'setting the variable' correctly? How exactly do I do that?
I ran tests with 'Bool Value' checked and unchecked, same result.
As you can see, the variable 'InCutscene' is set as true in the debug, but she's s…
Nope, still not working. No combination of things I am trying seems to work. All I want to do is the have the ability to change the Conditional Prefab of a combatant by changing an InCutscene variable from 0 to 1 and back to 0 when the cutscene is o…
Oh, I think I didn't articulate myself very well, that's my fault; what I'm actually trying to achieve is a Screen Space-Camera, so I'm okay with those shrimp panels being a regular, static general background, however I'd still like the individual m…
Unfortunately, still no go, and it's throwing errors. I'm not sure what I'm doing wrong. Let me explain; for testing, I have it set up so that the main character's Conditional Prefab is a giant shrimp; when cutscenes play she's a shrimp, and when th…
Conditional prefabs are set up in the combatant's prefab settings. Should be pretty straight forward - you add a conditional prefab setup, select the prefab and define the conditions, e.g. a variable condition.
In your cutscene schematic, just set t…
Disregard this! I figured it out; I forgot to set up a Default Base Attack in my Combatant General Settings!
I do have another question however; how do I disable the ability to activate the player's status menu in battle?
Thanks for your reply!
So for your possible solutions;
1. So you mentioned a Play Mecanim Animation. How exactly does the node setup like that work? Here is my setup, but it's not getting me the result I'm looking for. What ends up happening is th…
Thank you!
Okay, I got it working; kinda!
As you can see, it largely works! Except for the initial trigger, you can see the camera 'snap' to the player before it follows her. Strangely enough though, as you can see, when she goes back and forth th…
First off, thank you for your reply, I really appreciate it.
So, if I'm understanding correctly, what I want to do is have a Trigger Machine set to Trigger Enter that calls up a Schematic that disables the currently active camera in favor to the on…
Got it; set that up and the battle starts...sort of. Here's my progress.
https://imgur.com/jw3Etvj
As you can see it initiates, but it doesn't fully load.
By the way, I know I've been making a lot of topics lately and I didn't get a chance to re…
Got it fixed; the parameters you set in your Animator controller (in this case, 'Speed') and what you set in 'Player Controls' (under Base/Control, in this case, the Forward Speed Parameter) must be exactly the same.
It might bear mentioning in th…
So I figured it out; I would post what I did; but it was really a super frustrating and all day affair/fight with Unity's animator component as I'm learning that on the fly; so for better, that's solved.
However I have another issue; my character i…