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Regarding Cursors

Good morning,
I have a quick question regarding cursors...

I want the "Walk" cursor to appear everywhere on the scene disregarding if it's over NavMesh or not. The problem is that this "walk" cursor also appears on the main menu (play, options, load, etc.).

I can't find a way to have the default AC "pointer" cursor for menus (or cinematics), while at the same time have the "Walk" cursor for the rest of the scenes as default. Right now it only shows when activating the "over navmesh" option, but it creates a very undesired effect on the cursor: half the screen is "walk" and the rest is "pointer" (because you can' walk all over the screen, so it switches to "pointer").

I hope I made myself clear: have only pointer for cinematics and main menu, and walk for the rest of the scenes as default.

Thanks a lot.

Comments

  • Can you share your AC and Unity versions, as well as screenshots of your Settings and Cursor Managers? I'll need to recreate the issue with your exact settings.

  • Hello,
    Yes. Unity version 2020.3.20f1
    AC version 1.74.0 (I have to update, I know).

    First three screenshots show more in-depth the problem. I want to have the "little legs" (walk) icon all over the screen just for the gameplay scenes, whereas the pointer only for the first scene (main menu). Why? Because the navmesh option is good but it doesn't look good in a scene where half or less than half the screen is walkable. It switches to the pointer and it's exactly what I don't want.

    See on the third screenshot I check the "navmesh" option and the legs disappear for half the screen and instead I got a pointer for the remaining half. But on the main menu (first scene) it looks nice as I don't have the "walk". This is the option I currently have in the game (no "walk" on first scene)

    https://imgur.com/a/Oyn4YV8
    https://imgur.com/zWXOKyW
    https://imgur.com/NlMk9HY

    As for the settings, sorry for the amount of screenshots.

    https://imgur.com/5zKImmr
    https://imgur.com/P98rdiE
    https://imgur.com/z3ISXIC
    https://imgur.com/8Np8u4M
    https://imgur.com/MpjJlwl
    https://imgur.com/fJ56pdB
    https://imgur.com/kEOqMhn
    https://imgur.com/ISA3YFL

    Thanks a lot!

  • edited October 2021

    Thanks for the details.

    To be clear: the issue isn't that the walk cursor is not appearing if Only show 'Walk' Cursor when over NavMesh? is unchecked, but that you wish to hide it for certain scenes?

    For that, you'll want to have a script that unchecks/checks the Provide walk cursor? open when entering/leaving your title scene.

    To modify any Manager field through script, right-click on the field's label and opt to copy its API reference. In the case of the above, it's:

    AC.KickStarter.cursorManager.allowWalkCursor
    

    This script, AutoHideWalkCursor, attached to a GameObject in a scene you wish to hide it for, should uncheck/check this option for the duration of that scene:

    using UnityEngine;
    using AC;
    
    public class AutoHideWalkCursor : MonoBehaviour
    {
    
        private void OnEnable ()
        {
            AC.KickStarter.cursorManager.allowWalkCursor = false;
        }
    
        private void OnDisable ()
        {
            AC.KickStarter.cursorManager.allowWalkCursor = true;
        }
    
    }
    
  • Thanks a lot Chris. I did it on the first scene (my Main Menu) on an empty object and then when the game starts, just this single line on an empty gameobject:
    public class ShowWalkCursor : MonoBehaviour
    {
    private void OnEnable()
    {
    AC.KickStarter.cursorManager.allowWalkCursor = true;
    }
    }

    And it worked!!
    Thanks a lot.

  • Apologies, I made a typo in my script above.

    I've corrected it - you shouldn't have to rely on a second script in the gameplay scene now.

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