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Inventory

If a demo example in which you can see the work of the inventory, namely, add an item, remove an item, make one out of two items?

Comments

  • edited January 20

    There is none premade, but you should definitely check out the official Manual and the Tutorials on the Adventure Creator Site or every little thing will be a huge chore.

    Check Out:
    https://www.adventurecreator.org/tutorials/inventory-interaction-menus
    https://www.adventurecreator.org/tutorials/crafting-inventory-items

  • snan thx!

  • How does the lifting mechanism work? (In theory)

  • edited February 3
    1. Where can I find this setting?

    https://streamable.com/aocxtt
    2. By analogy of the "sword" I added a bat to the inventory, but for some reason I don't "see" it in the game. Tell me what I'm doing wrong?

    1. P.S.: There is a lack of a tool or a program that takes a screenshot from the prefab.
  • https://assetstore.unity.com/packages/tools/utilities/rapidicon-in-editor-icon-generator-204667#reviews
    (Solution for creating screenshots from prefabs (Just information, maybe it will be useful to someone))

  • edited February 6

    Where can I find this setting?

    The "Select with unhandled" option shows under the Inventory settings panel of the Settings Manager - but its visibility depends on whether your chosen interaction method supports it.

    For it to show, your Interaction method must be set to either Choose Hotspot Then Interaction or Choose Hotspot Then Interaction, and then Inventory interactions to Multiple.

    Yours is currently set to Context Sensitive, which means a one-click interface. Clicking an item that has no Interaction assigned will automatically select it.

    By analogy of the "sword" I added a bat to the inventory, but for some reason I don't "see" it in the game. Tell me what I'm doing wrong?

    For an object in the scene to be interactive, a Hotspot and Collider comonent are required.

  • edited February 5
    1. I applied what you described above, changed the interaction condition, but unfortunately the "bit" is not allocated and is not "taken", tell me what's wrong?

    https://streamable.com/wbtghq

    1. How to get rid of the fact that the characters do not "fall" if they are in idle mode ?
  • edited February 6

    Again: for the bat in the scene to be interactive, it must have Hotspot and Collider components.

    To have the bat item be added to the Player's inventory when clicked, use the Inventory: Add or remove Action inside the Hotspot's Interaction ActionList.

    The Select with unhandled and other settings above have nothing to do with this. Inventory selection options in the Settings Manager are related to the selection of items within the Inventory Menu. When an item is in the scene, it is treated the same as any other Hotspot.

    How to get rid of the fact that the characters do not "fall" if they are in idle mode?

    Either replace their Rigidbody and Capsule Collider components with a Character Controller, or check Freeze Rotation Y in their Rigidbody Inspector.

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