Hello,
I have changed the inventory system and when I use an item, I open a separate system with the 3d modal of the item on character's hand.
So when I do this I select the inventory item using:
KickStarter.runtimeInventory.SelectItem(invItem);
I release it using:
KickStarter.runtimeInventory.SetNull();
what I want to do is;
1) I don't want to change the cursor, as I already have the 3d modal. the cursor settings doesnt have this option. I am using change hotspot label but I also want to show the default cursor. is that possible?
2) I also have another functionality of picking up level items without adding them to the inventory, in that case is it possible to change the hotspot labels to Use [pickedItemName] on hotspot. Does it work if I create inventory items for them and use KickStarter.runtimeInventory.SelectItem(invItem) without actually having that item on inventory?
Thanks
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Comments
What is your Cursor Manager's When inventory selected field set to? If set to Change Hotspot Label, the cursor should not be affected.
The rules of syntax for the Hotspot label are the same regardless of how an item is selected - it should be the same as it is when selecting an item in the normal way.
Yes - you don't need to be carrying an item to be able to select it.
yes current selection is:
cursor manager/inventory cursor/when inventory selected: Change Hotspot label
When I select an inventory item the cursor disappears. when on hover hotspot it says use ... on .... that works, but I would also like to see the cursor icon as well
when I set null the item the cursor icon is back
maybe I can set the cursor on script?
You shouldn't have to. But if you're saying the cursor disappears, you're not saying it changes to the item itself?
Let's see your full Cursor Manager - I'll attempt a recreation. Please also let me know your AC and Unity versions.
hey
here are the settings. cursor manager and inventory settings
https://ibb.co/L1Ph6s3
https://ibb.co/Dw6sv8j
https://ibb.co/T8FgfD2
https://ibb.co/Q8KKsCL
AC: 1.70.4
Unity: 2019.3.7f1
thanks
Thanks, I believe I've recreated this - will look into a fix.
It'll be fixed in the next update - let me know if you want to be involved in beta testing.