Hi,
Super quick reply!!
Thank you for this. Ok, the phrases/strings are usually scene specific so I'll create local string variables and call them with [localvar:xx] in the "Set Interaction parameters" components. Then they will autimatic…
Thank you so much for this. It works great!
I had to change the "joystickUI.playerJoystick" from private to public in the JoystickUI script and it works like a charm!
You could hook into the Joystick's OnJoystickStartMoving / StopMoving events to record the gap in time between releasing and re-controlling, and force the Player to run/walk, but you can't currently distinguish between the two provided joysticks.
F…
Thanks again. Need to make better use of the Events Editor for sure!
It's probably a Unity Editor error, but when looking at the Save-game File Manager I can only scroll down to "Save game X: Data" and Global Variables. Then the down scro…
I think I actually got it to work with InvInstance!
I kept your code to update the Property of the InvInstance, although I changed it to string dataString = Convert.ToBase64String(bytes), as I got errors on UTF8.
I also found the place to put the &q…
Thanks a lot for this. I haven't completely got my head around InvItem and InvInstance, and as the property of the photo inventory item doesn't show up in in the inspector, I wasn't sure if it is saved, so I changed one line as below to change it in…
Hi,
Thanks for getting back so soon. I'm not sure what you mean with storing image data as a string...
Without really knowing what I'm doing, this is what I have:
1. A screenshot is taken at runtime and added as a texture to runtime inventory/categ…
Hi,
Sorry to revive a very old post. In the above I was helped to create in-game screenshots that are added as inventory textures. I read the posts in the beginning of this thread of how to make these textures survive save/load of games, but I cann…
Hi, I all the above solved. I noticed I had a few scripts "e.g. ActionCameraCheck" in two places so when deleting the wrong ones all turned out good. Thanks again for all the help!
Sorry to mix different things, but they all happened at the same time so maybe related. I get these messages "The associated script cannot be loaded" for both the Input integration and the Mobile Joystick.
https://imgur.com/pCfn8rF
Ok, great thanks. AC updated!
When importing the Input System integration package I get loads of errors though. E.g. Assets\AdventureCreator\Downloads\Input System integration\Scripts\ACCursorPositionProcessor.cs(4,19): error CS0234: The type or na…
Thanks a lot again
* Where can I find the Controls Reader prefab? I don't seem to have it.
* Mouse over menu.
This worked!:
public GameObject panel; bool overMenu; void Update() { overMenu = KickStarter.playerMenus.IsMouseO…
Thanks a lot for this!!!
* Joystick both buttons:
I'm building for iOS. Active input handling is set to "Both", although I tried the Old and the New as well with the same result. I am testing it through the unityRemote, so not sure if th…
One more thing. How do I disable one of the buttons temporarily without disabling the whole joystick? I have tried to disable the game object that holds the button component, but this only hides the button.