@ChrisIceBox Ah yes! Sorry I realized the script above was outdated -- I added that part in my code, thank you for pointing it out!
Sounds great! I shall go ahead and take a look at it -- thank you so much! :) I'm thinking this would need to be do…
@ChrisIceBox Actually sorry to circle back on this, but is it possible to have this menu pop up on inventory items, on hover, in the inventory box?
It looks like the menu does pop up, but I have to right-click the item so that the description is c…
I also noticed that when I select "pause game when enabled" for the inventory menu, the movement of the player from before clicking on the inventory menu continues.
I tried disabling the movement in the engine when the menu is turned on, …
It's only when using the necklace on the gloves!
Both the necklace and the gloves have slots filled.
Gloves:
Correct slot: GloveSlot
Initial slot: NecklaceSlot
Necklace:
Correct slot: NecklaceSlot
Initialslot: GloveSlot
Hm, narrowed it down -- It looks like it happens when I turn off another, unrelated light in the scene before the camera fades out.
The camera fade doesn't seem to affect it.
Does the scene always need one light, and if so, is there a way to bypas…
Awesome, thank you so much!
I think that fixed the issues I was having :)
Another thing is that the first time I place an object in another slot, it overlays it on the existing object in that slot -- is there a way to prevent that, and instead mak…
Ah gotcha, thank you!
Hm I tried disabling all the objects in the scene one-by-one, and nothing seems to be affecting the lighting from what I can tell.
Yeah that's correct! :)
Yeah that seems to be the same -- it doesn't look like it's being switched on and off based on my logging statements.
So I tried pausing and playing around with the Light2D object -- it seems that the "Light2D" co…
Thank you so much! :)
In case it helps anyone else, I went ahead and modified the script that @ChrisIceBox wrote out earlier to accommodate this change:
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AC;
usi…
For sure! I went ahead and included the relevant portions in this video! @ChrisIceBox
https://drive.google.com/file/d/1Ez4E6mHCsaA_1zdf1yd9u0K8RorXvKDf/view?usp=sharing
Ah by the way -- for the second issue where the global light turns on -- I tried doing a debug for the light switch in the TurnOn and TurnOff functions -- it doesn't look like that global light is even being controlled by it, which is quite strange.…
Thank you so much! This worked perfectly! :)
Also just another minor thing -- is there a way I could show the names of all the hotspots above them when they are flashing?
I tried looking in the manual, but I'm guessing this may require some custom…
ah thank you so much!
So I guess I was wondering -- is it possible for me to do it such that it doesn't highlight over when selected, but it does highlight when the "h" is pressed?
For some reason mapping the "FlashInputs" to h…