Hi guys,
Sorry im very new here and naturally have a lot of questions/issues:
When I interact with something just as I click the mouse button I get a flash of text (where the real mouse pointer is) showing the text that hovers over the hotspots, how do I stop this?
Also I need to know how to turn the mouse off completely, its still flashing up on and off quite often when I have a hotspot in view.
Is it possible to have "questions"? I want to interact with a vending machine and have it say do you wish to buy? rather than automatically buying when you click (edit, silly question, ignore that I see theres options for that now!). Also is there any concept of money? so you can buy things and collect money etc? Also is there a control flow, like to handle actual conversations with multiple answers? Or do we need another asset for that?
I also am looking for a way to stop being able to interact with things a long way away, ie I need to be close to highlight and use.
- I followed the tutorial for letting a player enter their own name, its great
one thing I notices is that [var:0] is flashing up visibly before it swaps it for my name, perhaps this just needs to be done to the string before printing or whatever. I.e I believe its a bug.
- if you use Dialog play speech and no character the text is too far down in the box and looks really strange, if you use character then it shows a character name from the variable itself, ideally id much prefer to enter my own text them sometimes, is it possible to customise this, or simply remove the gap at the top and have the text centred nicely in a box of its own?
- I have been trying to get something to teleport due to an interaction, ive added action type objects teleport and specified the 2 objects, object to move has moveable on it (and sits in _setGeometry), and the other is an empty game object with the marker script on it (sitting in _Navigation/markers) - they are both on ignoreRaycast layer, shouldnt this make it teleport? it doesnt seem to happen. Also maybe I didnt read docs well enough (been working on this for a few hard days) but I dont see exact instructions anywhere for this and a few other things?
- Another issue is after I click resume in the pause menu I still have to hit p again to really unpause the game (im using ufps)
And finally, I cannot get inventory to show using an interaction I have tried with key presses, and also "turn on menu" (tried "3" and "Inventory", etc they dont turn it on, however it does show if I use "manual" enabled on start, so it is weird).
Thanks again, sorry for the huge amount of questions.
After a rocky start where I was getting frustrated I have now managed to add in functionality that would have taken me weeks to add and im excited to keep learning this asset, so thanks very much for that!..
Gareth
Comments
As for money, go to the Inventory Manager and create an Inventory item called Money. Check Can carry multiple?, and if you've also got Carry on start? checked, you can specify how many units of currency you're carrying. To deduct currency, use the Inventory: Add or remove Action - when you set it up to remove Money, you'll be able to decide how much money to remove. And to check if you have enough money, use the Inventory: Check Action - when you select Money, you'll be able to query how much exactly the Player is carrying, and act accordingly. It's best to do this from within the ActionList Editor window, rather than the Inspector, because it's easier to visualise in there. At the bottom of the Settings Manager, reduce the Hotspot ray length value. This value determines the distance (in Unity units) that the mouse can "see" from the camera. For more fine-tuning, you can have the player pass through Triggers that enable/disable Hotspots as well. It is, and will be fixed in 1.38. Speech without a speaking Character is known as narration (as explained in the help box inside the Action). The Subtitles menu, by default, is set to display speech both with a speaker and without. Within the Speech Menu's properties, Display speech of type is set to All. You can change this to Characters Only, and then create your own Menu that's set to Narration Only - best thing is to copy/paste the original, and edit it. The object doesn't need the Moveable script on it - only if you want to use the Object: Transform Action on it. Rather than create an empty object and add the Marker script, know that you can create Markers from the Scene Manager. What is "p" tied to in your InputManager? Your game will be paused for as long as there are any Menus active with Pause game when enabled? checked. It depends on the Menu's Appear type. When set to Manual, the Menu: Change state Action can be used to turn it on. The name of the menu, "Inventory", is what you need to enter.
I haven't had any issues getting the AdvancedPlayer prefab set up with AC by using the same method, so long as weapons aren't involved. I've been sent a breakdown on how someone else managed to get weapon cameras integrated, though, which I'll be putting into a tutorial soon. The extra "weapon" camera is likely the culprit of any issue.
As for ongoing events, know that you can set Cutscenes to Run In Background via a setting at the top of their Inspector. This lets you run them without blocking gameplay (so the Pause action becomes a Wait, for example). You can also use the Menu system to create a Slider, the value of which is linked to a float Global Variable in your Variables Manager.
Regarding the earlier mentioned problem of Hotspot appearing at a real cursor position, I experience the same problem. This is not to do with disabling the hotspot menu, if it is disabled - there is no hotspot name at all. The problem occurs in the first person view. When the game cursor is over a hotspot, the name of that hotspot is correctly displayed right above the game cursor, however once I click to use this hotspot, the name briefly jumps to the location of Windows mouse cursor and then back again to the game cursor. These two cursors are in different positions of the screen, due to the difference in their movement speed I guess. So the question is, how to stop the Hotspot name jumping to the Win mouse position at the time of click?
However, I have managed to finally recreate this, so I'll be able to fix it - thanks for your patience.