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.
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?
P.S.: There is a lack of a tool or a program that takes a screenshot from the prefab.
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.
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?
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.
Comments
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)
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?
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))
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.
For an object in the scene to be interactive, a Hotspot and Collider comonent are required.
https://streamable.com/wbtghq
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.
Either replace their Rigidbody and Capsule Collider components with a Character Controller, or check Freeze Rotation Y in their Rigidbody Inspector.