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ChrisIceBox

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ChrisIceBox
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  • One other point: I notice the 3D draggable has a pixellated look, despite the high resolution of the device. Is this a post-process / RenderTexture effect, or is the screen size being manually adjusted?
  • Thanks for the feedback. I will continue to think on it. Are you using Simulator? If so, is there any change with different devices?
  • By scroll, are you referring to the ability to navigate the Menu directly, i.e. with arrow keys as opposed to the mouse? Details on this topic can be found in the Manual's "Navigating menus directly" chapter. It should just be a case of …
  • So long as you're in "gameplay" mode at the time, that should be fine. You'll need to use Engine: Manage systems to set your Movement method to None, and unlock the cursor to be able to move it, but the tutorial should have covered that. …
  • What are the Drone's starting data, as set in the Settings Manager, and do any related messages appear in the Console? I'll attempt a recreation. One thing to try is an additional Object: Teleport Action, which also has a Player dropdown, to move …
  • Welcome to the community, @Luka. Indeed, it's an unexpected behaviour - the logic in your ActionList looks correct. What are your AC/Unity versions, and are any related messages appearing in the Console? The best way to debug this is to pause the…
  • How/when are you fading out the Hotspot description menu? You'll want to unlock the Hotspot menu only once the fade-out is complete. If you're doing this with an Action, you can do this by checking Wait until finish? in the Menu: Change state Acti…
  • Is this specifically when the mouse is over the menu, and what is the result of mapping the input to a keyboard key, e.g. "2" - does pressing "2" deselect the item?
  • By default, touching with two fingers will equate to a right-click.
  • What are your AC/Unity versions, and does this occur when transitioning to the scene for the first time, or only other times? Also, does this occur when transitioning from a fresh AC scene to the problematic scene? (Quote) Thanks for the details. …
  • It's not intended for action games like Hotline Miami, but controlling the Player with a keyboard or gamepad is just a case of setting the Movement method to Direct. In a 2D game, the "top-down" aspect is just a case of using top-down art…
  • That's correct. With Context Sensitive mode, Hotspots are allowed 2 interactions: "Use" with left click, and "Examine" with right-click. With Choose Interaction Then Hotspot mode, however, Hotspots can have any number of intera…
  • It's a subtle difference, but is this actually a case of the pointer being over the menu? If it's rendered with Unity UI, then right-clicks are "consumed" automatically, IIRC. If you define an input named "InteractionB" and map…
  • Rename the script's "Save ID" mention to the name of whichever variable you want it to reference. Then make sure that this variable's value is set to the correct value (using e.g. Variable: Set) before the Menu gets shown.
  • Script looks good, thanks for sharing. (Quote) So long as you don't use the demo assets for your game, you're free to distribute AC-built games as you wish.
  • This may be a general Unity issue, rather than one related to AC. What is the "Plane Distance" field set to, which appears once set to Screen Space - Camera, and with a Camera assigned? This affects how "close" to the camera it…
  • Both options are viable, the main difference being that the first would involve storing all animations for all possible appearances to be stored within the same Animator. The second option would rely on a separate Player / Animator for each, so I'd…
  • Try explicitly turning off the Menu after locking it - the lock should prevent it from turning on again, but may need to be turned off for it to take effect. If the two Menus are in the same place, though, you could try giving the description label…
  • This is just a hunch, but what is your OS' system language, and does it use commas instead of decumals for numbers, i.e. 1,5 instead of 1.5? I wonder if this is down to the way variable values are being parsed into the serializer.
  • Inventory items are synced from UCC -> AC, so picking up a UCC item can add a corresponding item to AC. To do this, locate the UCC object that gets equipped (in the Player's Hierarchy), and attach the AC_UCC_Item component. In the Linked AC Ite…
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