You can define an "Active Input" that reacts to a right-click by running an ActionList that turns on the Inventory menu.
Active Inputs are a way of running ActionLists when specific inputs are pressed - see the Manual's "Active inputs" chapter for details.
These listen out for inputs defined in Unity's Input Manger, mind - not the input itself. In the Input Manager, create a new input named RMB and give it a "Positive Input Button" value of "mouse 1". If you then create a new Active Input linked to an input named "RMB", it'll react whenever the right-mouse button is pressed.
To turn on the Inventory menu, use the Menu: Change state Action. If the Menu's Appear type is set to Manual, set the Action to Turn On Menu. Otherwise, set it to Unlock Menu and Lock the Inventory menu by default.
Comments
You can define an "Active Input" that reacts to a right-click by running an ActionList that turns on the Inventory menu.
Active Inputs are a way of running ActionLists when specific inputs are pressed - see the Manual's "Active inputs" chapter for details.
These listen out for inputs defined in Unity's Input Manger, mind - not the input itself. In the Input Manager, create a new input named RMB and give it a "Positive Input Button" value of "mouse 1". If you then create a new Active Input linked to an input named "RMB", it'll react whenever the right-mouse button is pressed.
To turn on the Inventory menu, use the Menu: Change state Action. If the Menu's Appear type is set to Manual, set the Action to Turn On Menu. Otherwise, set it to Unlock Menu and Lock the Inventory menu by default.
Thanks, Chris, I'll check it out.