Hello Adventure Creators
I'm new to AC, having tons of fun - I have set up menues, buttons etc - works like a charm.
BUT - my interactions are teasing me a little - I working on a decoration feature, where I now can click a hotspot and a specific inventory for is shown at the center bottom where i want it to me.
However - I'm trying to get the following result:
1. instead of mousing over hotspot and then menu appears, I want the player to first tap/click the actual hotspot?
2. The hotspot and the menu is not alligned, meaning when using mouse, there is a travelling distance to the menu - resulting in the menu disappearing again as soon as I move cursor from hotspot - how do I keep the menu in place and only dissapearing when I tap something else in the world or outside the hotspot?
3. I'm playing the the object: change material, - I want that to happen instantly, so the player doesn't have to "drag" the icon on the hotspot, but can just click the icon right away ?
Any direction would be much appreciated.
Cheers, B
Comments
Without seeing some shots of your Settings Manager, I also don't know what your current interface settings are, but I'm guessing that your Interaction Method is set to Choose Hotspot Then Interaction, and that your Inventory Menu has an Appear type of On Interaction. Similar to the 2D Demo.
1. Change the See interactions with setting to Click On Hotspot to require a click rather than a mouse-over.
2. You can try two things:
2) Modify the Interaction Menu so that it invisibly spans the whole screen, while keeping the visual portion at the bottom.
3) If using the same settings as the 2D Demo (you can run it via the top toolbar), clicking an item in this mode will automatically use it on your Hotspot. The key settings are:
Interaction method -> Choose Hotspot Then Interaction
Select Interactions by -> Clicking Menu
Include Inventory items in Interaction Menus? -> True
I didn't modify the interaction menu so it spans the whole screen, what would that accomplish?
I played around with my hotspot actionlist, where I have two items.
Interaction menus close either when the cursor leaves them + the Hotspot, or when you click away from them (see the Close interactions with setting). Expanding the menu just means that you can't leave it with your cursor, since it takes up the whole screen - just another way of doing it, basically.
Where is this Interaction assigned in the Hotspot Inspector?
You don't need to create Interactions from the Scene Manager - the proper workflow is to create interactions within the Hotspot Inspector. To create an Inventory interaction, click the + icon beside Inventory interactions, and then "Create" to auto-create a new Inventory interaction.
You also don't need to check for the currently-selected inventory as part of an Interaction. When creating Inventory Interactions in the Hotspot Inspector, you can associate each one with a different item, so that each item has it's own interaction, and the interaction is run automatically - so you only have to define what happens as a result (in this case, changing the object's material).
Have a look at the 2D Demo scene - the Bench Hotspot has an inventory interaction for the Worm, which gets run automatically when you select it from the Interaction menu.
it causes a quick "flash" where the hud buttons disappears and then appears again.
When I choose another color that has the same particle action added, I get the "XX won't be instantiated, as it is already present in the scene". I first tried to "destroy" it after it has been played, but it caused a warning. What's the appropriate way to have the same particle playing on all "material changes"?
I also get the items right beside my hotspot -
I have included a screenshot of what it looks like and settings (menu is at the center bottom - and there are also the same items next to the hotspot)
Thanks a lot for all the great help as-well and taking your time to explain.
The InGame menu disappears because its Appear type is set to During Gameplay.
A gameplay-blocking ActionList will count as an interruption of gameplay, even if it runs instantaneously. To get around that, you can do one of two things:
To use your inventory items work with Hotspots with one-click, make sure the InventoryBox element that is in your Interaction Menu has an Inventory box type setting of Hotspot Based.
It may be wise to temporarily switch to the default interface (i.e. the Demo_MenuManager asset) while you get things working as they should.
Point and click does indeed work in 3D - see the included 3D Demo. For 3D pathfinding, you have to choose between Mesh Collider and Unity Navigation - covered in Sections 2.11 and 2.12 of the Manual respectively. An updated Manual, with improved explanations on these topics, will be included in the upcoming v1.58 release. Working with Unity's NavMesh tools is also covered here in the 2.5D game tutorial.
(Can be seen here: https://ibb.co/cQNEua)
You can adjust it's position with the Position field in the Menu Manager.
If it's a Unity UI menu, you'll also have to make sure it has a RectTransform boundary assigned - see the chapter on Unity UI Integration in the Manual. If you need more help on this area, you'll have to post screenshots of its full properties in the Menu Manager.
InventoryBox elements can be limited by category in their properties section of the Menu Manager - this is a property of the element, not the Menu it is placed in - look for the Limit by category? checkbox.
In that case, you'll want to disable the current bottom Inventory menu, and re-style the one that behaves correctly so that it looks like the other instead - positioned at the bottom etc.
My suggestions to question 2 in my first reply above details how to prevent it from disappearing at the wrong time. How did you fare with them?
Re: the manual - thank you. The Particle Switch section does mention that it needs to be attached to a Particle System, however.